16. Super Smash Bros. for Wii U

16.1. Anti-Cheat

No additional anti-cheat is required for official matches.

16.2. Match Procedure

16.2.1. Series Lengths

Matches are played as a best of 3 in the preseason and regular season, best of 5 in the postseason and all grand finals.

16.2.2. Game Lobby

The higher seed will create the lobby. The following settings are to be used in official matches:

  • Mode: Smash

  • Custom Items/Equipment: Off

  • Rules: Stock

  • Stock: 2

  • Customizations: Off

  • Handicap: Off

  • Damage Ratio: 1.0x

  • Stage Choice: Choose

  • Item Switch: Off

  • Stock & Time: 6 minutes

  • Pause Function: Off

  • Damage Gauge: On

  • SD Penalty: -1

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.

16.2.3. Stage Veto

Before the match begins, players must declare to their opponents which DLC stages they do not own that are present in the Counterpick Stages stage pool in rule 16.2.5. Those stages will be prohibited from play in that match. These stage prohibitions do not cause their counterparts to be immediately banned, e.g. if Dreamland 64 is prohibited due to a player not owning it then Battlefield is not automatically banned as a result.

The stage veto procedure is as follows and is done throughout the match, with the higher seed acting as Player 1 and the lower seed as Player 2:

  1. Player 1 chooses their character

  2. Player 2 chooses their character

  3. Players will select the first stage by striking from the set of starter stages in 16.2.4. in the following order: Player 1 strikes a stage, Player 2 strikes two stages, Player 1 strikes a stage. The remaining stage is the first stage. 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 series).

  4. The first game is played.

  5. The winner of the game bans a stage from the list of starter or counterpick stages if they have not already done so in the match (i.e. that stage may not be picked by either player for the rest of the match).

  6. 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.

  7. The winner selects their character.

  8. The loser selects their character.

  9. The next game is played.

  10. Repeat steps 5-9 until a player has won enough games in the set to win it.

16.2.4. Starter Stages

The following starter stages are permitted for use in official matches:

  • Battlefield

  • Final Destination

  • Smashville

  • Town and City

  • Lylat Cruise

16.2.5. Counterpick Stages

The following counterpick stages are permitted for use in official matches:

  • Dreamland 64

  • Wily Castle (Omega Form)

  • Suzaku Castle (Omega Form)

  • Palutena’s Temple (Omega Form)

In the event where the stage Final Destination is banned during the stage veto outlined in 16.2.3., all Omega Form stages will also be banned and vice versa. In the event where the stage Battlefield is banned during the stage veto outlined in 16.2.3., Dreamland 64 will also be banned and vice versa.

16.2.6. 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.

16.2.7. 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: 1

  • Stock & Time: 3 minutes

16.2.8. Controller Ports (LAN Tournament Only)

The lower seed will have first choice of controller port. After each game in a series, the loser of the game may opt to re-pick controller ports, starting with their own.

16.3. Restrictions

16.3.1. Characters

Mii Fighters are prohibited from use in official matches. All DLC characters are permitted for use in official matches.

16.3.2. Amiibo

All amiibo figures are prohibited from use in official matches.

16.3.3. Stages

Any stages not listed in 16.2.4. or 16.2.5. are prohibited from play in official matches. Alternate forms to the stages listed in 16.2.4. or 16.2.5. are prohibited from play in official matches.

16.3.4. Taunts

Players are allowed to use taunts three times per game in an official match. Additionally, taunt messages must comply with High School Esports League general tournament rule 2.7.3.

Characters with taunts that act as part of a character’s moveset (Luigi Down-Taunt, Greninja Down-Taunt, Kirby Taunts) may be used disregarding the three taunt limit as long as they are only used as moves and not taunts.

16.3.5. Names

Players are prohibited from using any names that do not comply with High School Esports League general tournament rule 2.7.3.

16.3.6. Controllers

Players are permitted to use any of the following controllers given they are not modified in any way shape or form to give a player an advantage:

  • Nintendo GameCube controller

  • Nintendo Wii U Pro controller, battery removed method with USB

  • Nintendo Wii Remote with/without Nunchuck

  • Nintendo Wii Remote with Classic Controller

  • Nintendo 3DS in controller mode

Using any other controllers other than the ones listed above is prohibited in official matches.

The Wii U Gamepad is permitted for online tournament usage only.

16.4. 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 High School Esports League 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.

16.5. 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.