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RULESET:

Super Smash Bros Ultimate - Squad Strike

A.     Tournament Rules

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1.          Set Length

All tournament sets will be a best-of-3 games, until Semi and Grand Finals at which point tournament sets
will be best-of-5 games. Rules below do not change between these two set formats.

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2.         Set Procedure

1.   Use Starter Stage Striking to determine the first stage

2.  For the first Game in a Set, characters should be selected in a snake draft (1-2-2-1-1-2) format. The Player that didn’t choose stage strike order chooses who picks the first character.

3.  The players play the first game of the set

4.  Winning player of the preceding game bans 2 stages (see 2.3.2). The losing player of the preceding game picks a stage for the next game, adhering to Stage Clause (see 2.3.3) and bans.

5.  The winning player of the preceding game must announce their character selection for the next game.

6.  The losing player of the preceding game must announce their character selection for the next game.

7.  The next game is played.

8.  Repeat Steps 4 through 8 for all subsequent games until the set is complete.
 

3.         Stage Agreement Clause

Players may select any LEGAL stage if they all agree on it. Players may not play on illegal stages or change the length of a set. If this is violated, all players will be subject to complete disqualification from the event.​

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4.         Stage Striking

Players play a best-of-1 Rock-Paper-Scissors, and winner may choose to either strike first or strike second. Stages are stuck in a T1-T2-T2-T1 order.

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5.         Pausing and the Home Button

Pause setting is to be set to off. All other pauses (home screen) will incur a stock loss to the player who pauses the game. If the pause causes the opponent to lose a stock, the pausing player receives a game loss. This rule also applies to controllers which cause the game to revert to the Switch home screen.

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6.         Stalling

Stalling, or intentionally making the game unplayable, is banned and at the discretion of tournament staff. Stalling includes but is not limited to becoming invisible, continuing infinites past 300%, and reaching a position that your opponent can never reach you. Stalling will result in a forfeit of the game for the player that initiated the action.

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7.         Self-Destruct Moves

If a game ends with a self-destruct move, the results screen will determine the winner. If a sudden death occurs, a standard sudden death play-off game applies (see 1.9).

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8.         Sudden Death

If a game goes to Sudden Death, the winner is determined by stocks and percentage at the time the game ends. If both players are tied in stocks, the player with the lower percentage is the winner. In the event of a percentage tie, or a game in which both players lose their last stock simultaneously, a 1-stock tiebreaker will be played with a 3-minute time limit. The results of an in-game 300% Sudden Death do not count. If Sudden Death occurs in a Sudden Death game, this process is repeated.​

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9.       Warm-ups

Warm-up periods, button checks, and “handwarmers” may not exceed 60 seconds on the game clock. Violation of this rule may result in a game loss at the discretion of the admin.

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10.        Tardiness

Anyone who is not present for their set by 15 minutes past the scheduled start time is subject to a forfeit for the match.

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11.       Misinterpretation/Misconfiguration

Games or sets are not to be replayed due to a misinterpretation of the rules OR misconfiguration of game settings, excluding player-specific settings. Game settings should be configured according to section 2.1. It is the players’ responsibilities to ask the admin for any clarification of the rule set in the event of a disagreement, and the outcome of a game or set will not be changed after the fact unless under extreme circumstances, judgment reserved for tournament staff.

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In the event players begin a game with misconfigured player-specific controls (controller settings, etc.), players may not back out of a game to correct their settings once 30 seconds have passed. After this time limit has passed, players must use their misconfigured settings, subject to tournament staff discretion.

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12.       Force Majeure Clause

Any game interrupted by external, impartial conditions (e.g. power gets cut, safety concerns arise, AV cords get disconnected, etc.) should be reset and replayed at tournament staff discretion.

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13.       Final Rulings

If any unforeseen situations occur, judgment of tournament staff is final. Rules may be altered between phases of a tournament in the best interests of the event. (Example: A game-breaking glitch is discovered on a stage mid-tournament that could be exploited. The stage may need to be removed from legal play for the remainder of the event.)

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14.        DLC Fighters

Any DLC fighters released after August 12th are NOT legal to play in the tournament. Hero is legal!

 

B.      Game Rules
1.     Game Setting

• 3 stock, 8 minutes

• Final Smash Meter: Off

• Spirits: Off

• Damage Handicap: Off

• Stage Selection: Anyone

• Items: Off and None

• First to: 1 Win

• Stage Morph: Off

• Stage Hazards: Off

• Launch Rate: 1.0x

• Underdog Boost: Off

• Pausing: Off

• Score Display: Off

• % Show Damage: Yes

• Custom Balance: Off

• Echo Fighters: Separate

• Radar: Big

• Mii Fighters: All moveset combinations are legal

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SQUAD STRIKE SPECIFIC RULES:

• Squad Strike Mode: 3 stock Tag Team

​• Players may NOT use a pair of echo fighters in the same squad
(Example: If one of your stocks is Peach, you may not also use Daisy)
*Pikachu and Pichu are considered echo fighters for this tournament*
*Players may only use one Link*
*Players may only use one of each Mii fighter type*

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2.     Stage List
Starter Stages

• Battlefield*

• Final Destination*

• Pokémon Stadium 2

• Smashville
Town And City

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Counterpick Stages

• Kalos Pokémon League

• Unova Pokemon League

• Yoshi’s Island (Brawl)

• Yoshi’s Story (Melee)

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* Battlefield and Omega variations of the stages are allowed when a player counterpicks either Battlefield or Final Destination respectively.

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The Battlefield and Omega forms must be from the list below:

• Arena Ferox

• Battlefield

• Castle Siege

• Corneria

• Delfino Plaza

• Dream Land

• Final Destination

• Frigate Orpheum

• Great Plateau Tower

• Halberd

• Kalos Pokémon League

• Kongo Falls

• Kongo Jungle

• Lylat Cruise

• Moray Towers

• New Donk City Hall

• Peach’s Castle

• Pokémon Stadium

• Pokémon Stadium 2

• Reset Bomb Forest

• Skyworld

• Smashville

• Super Happy Tree

• Suzaku Castle

• Town & City

• Umbra Clock Tower

• Unova Pokémon League

• Venom

• Yoshi’s Island (Brawl)

• Yoshi’s Story

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C.      Additional Rules
1.          Starter Stage Striking

See section 1.5 for details on choosing who strikes first. Players may strike from the legal stages (each person strikes stages in a P1-P2-P2-P1 format) to determine the starting stage for the first game. If Battlefield or Final Destination, a mutually-agreed upon variant can be used, though if players do not agree the default is played.

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2.         Counterpick Stage Banning

After each game of the set, before counterpicking, the player who won the previous game may ban two stages from the full stage list. These bans do not persist throughout the set. The losing player of the previous game then chooses from the remaining stages, barring any those that that player has won on previous in that set (see 2.3.3). If Final Destination or Battlefield is chosen as a counterpick, a variant may be chosen by the loser of the previous game, following the list of banned variants listed in 2.2.

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3.         Stage Clause

A player may not pick any stage they previously won on during the set.

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4.         Controllers

For ease of access, tournament staff recommends the use of the Nintendo Gamecube controller. However, the Switch Pro controller and Joy Cons are all permitted control options. Turbo/macro options on controllers are banned. Box variants of the GameCube controller are permitted so long as they do not have macros/turbo functions enabled.

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5.         Controller Interference

If your controller is found to be the cause of disruption to the tournament (mid-game or otherwise), you are subject to complete disqualification from the event.

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6.         Mii Fighter Clause

Any player who intends to use a Mii during a set must declare they are creating Mii Fighters before the set. 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 unless explicitly given permission from the Tournament Admin).

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7.         Control Setup Clause

No player may create more than three control schemes per set unless explicitly given permission from the Tournament Director.

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8.         Patch

This tournament will use whatever the patch is currently live.

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TOR-UGL-Core@ubisoft.com

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