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 2021-2022 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

  2. Player Equipment

  3. Match Process

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 Block. Scheduled league play that will occur over an approximately two- or three-week period of time in the Regular Season. Each block consists of 2-3 matches that must be completed by the last scheduled week of the block. Performance in a schedule block will be used to determine a team’s opponents for the subsequent block.

1.1.5 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, see section 5.2 for more details.

1.1.6 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"). 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 playoff’s 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 7.3 of the Master 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 each consist of groups of three (3) players. Each team will compete in a match consisting of three (3) game sets.

Match: 3 Game Set

  • 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

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 two out of three sets, 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 required in order to properly test equipment and player game connections.

  • Match Format: Best-of-3 Sets.

    • Example: Team A wins Set 1. Team B wins Set 2. Team A wins Set 3.

      • Team A wins the match 2-1, since they won 2 out of 3 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 with substitutes in place if needed before the start of the Match.

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-3 Sets.

    • Example: Team A wins Set 1. Team B wins Set 2. Team A wins Set 3.

      • Team A wins the match 2-1, since they won 2 out of 3 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 with substitutes in place if needed before the start of the Match.

1.4.3 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-Three (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-3 Sets.

    • Example: Team A wins Set 1. Team B wins Set 2. Team A wins Set 3.

      • Team A wins the match 2-1, since they won 2 out of 3 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 with substitutes in place if needed before the start of the Match.

1.4.4 Finals Format

This match consists of the top two teams from each league. The Finals will be a series of Best-of-Five (Bo5) games in a Best-of-Three (Bo3) sets. The team to achieve two set wins will be awarded the match win and will be declared the League Champion. In the event that a single team reaches two set wins before the start of a third set, a third set will not be played.

  • Match Format: Best-of-3 Sets.

    • Example: Team A wins Set 1. Team B wins Set 2. Team A wins Set 3.

      • Team A wins the match 2-1, since they won 2 out of 3 sets

      • The match winner is decided by the number of sets won, not by number of game wins.

  • Set Format: Best-of-5 Games in a Set

    • Example: Set 1, Player A goes 3-0, Player A wins that set, game 4 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 with substitutes in place if needed before the start of the Match.

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

  • Final Destination

  • 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.

  • Town & City

  • Kalos Pokémon League

  • Yoshi’s Story

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 remaining list

1.6 Special Rules

1.6.1 Mii Fighter

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 intends to use a Mii during a set must declare they are creating Mii Fighters before the set. 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.

Players MUST also communicate in match lobby chat their Mii Fighter set up so that their opponents are aware of the move selection before going into game.

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 be then set to: 1213

    • This will allow the opponent to know what moveset 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 movesets 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)

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 Stage Return

The loser of the previous match chooses the next stage. The loser cannot choose any stage they have already won on in the current set. They may choose a stage they have lost on, if their opponent agrees.

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 will be given up to 30 minutes to find an immediate substitute for a game. If a replacement cannot be found then the team will forfeit the game 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 may be substituted up to fifteen (15) minutes before the match starts.

To correctly substitute a player, Coaches MUST change them on their dashboard from the Bench to an Active Player on the team BEFORE fifteen minute window of the match. Once a player is confirmed to be substituted on the dashboard by both teams, the match can begin with the substitute in place. If a player substitution is made too late, the match will not correctly generate the substitution and the displayed player on the match page will be required to play for that set.

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 and/or Microphones

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.

3. Match Process

3.1 Order of Play

Sets during a PlayVS Match will be played consecutively during match day. Coaches will ensure that each of their Players in the Player 1 slot will play against each other, followed by Players in the Player 2 slot for Set 2, and then Players in the Player 3 slot for Set 3.

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 Change Fighter: Players may choose any available fighter.

3.4.2 Change Preferred Stage: 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 Both players must choose the same preferred stage after striking.

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 Change 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. 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 Change Preferred Stage: Players will decide which stage to select from the list by following the process outlined in 1.4.3 of this rulebook.

3.5.4 If a player wins Game 1 and Game 2 of the set, Game 3 will not need to be played.

3.6 Post-Game Process

3.6.1 Players will share the results of each game and any screenshots with their coach.

3.6.2 The winning team’s coach is responsible for inputting the results of all sets played during the match within 2 hours of the last game played.

3.6.3 The winning team’s coach will input the results by selecting "Add Game Results" from "Mission Control"


Changelog

V1.0-1.01 “Definition of Terms” updated.

V1.01-1.02 Updated Game and Nintendo Switch system languaging

V1.02 - 1.03 Added 1.6 “Special Rules” and 1.6.1 “Mii Fighter”

V1.03 - 1.04 Added 1.6.2 “Sudden Death”
V1.04 - 1.05 Added to 3.5.2 Fighter swap communication

V1.05 - V1.06 Added to 2.1 "For the avoidance of doubt... USB to Ethernet" requirement

V1.1 - Playoffs and Finals Formats updated
V2.0 - 1/10/22 // Updated for Spring '22 season

V2.1 - 3/4/22 // Added 1.6.3 "Stage Return" to Special Rules

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