This tournament will follow all general rules stipulated by MOSEF.
One Nintendo Switch with Joy-Cons
A stable high-speed internet connection
The minimum recommended speeds are 5Mbps upload and 15Mbps download
NAT type A or B are required to connect
A mobile hotspot is not an appropriate substitute for a reliable connection
LAN connection should be used for connection stability unless extenuating circumstances prevent it (wifi connections can be more unstable even at acceptable speeds)
A copy of the Super Smash Bros. Ultimate Game
Subscription to Nintendo Switch Online
TV Screen, monitor, or projector
Dock for Switch
Pro Controllers or GameCube Controllers (or off-brand versions)
Video Capture Device for streaming matches
Schools may field one Varsity crew and unlimited Junior Varsity and Middle School crews. Each crew must have a minimum of five players, and may have up to three rostered subs. Students who do not make the official crews are welcome to play in scrims against other schools.
Students may not be rostered on more than one crew. JV players SHOULD NOT be rostered on Varsity teams.
JV players can sub up to Varsity. JV players may not sub for other JV teams.
Varsity players cannot sub for JV.
MS players may not play or sub for Varsity or JV. Exceptions for smaller programs must be approved prior to rostering.
All players should be in the same location for match play. Coaches must obtain approval for any other situations. All locations will be required to submit screenshots of internet connection tests during the preseason from all networks that will be used during the season. Connections that do not meet the requirements (NAT type A or B, 5mb/s upload / 15 mb/s download) will need to be adjusted or dismissed before the season begins.
The coach must be available for communication and spectating ALL of their players (either in-person or in-game) at all times. Coaches may not have their Discord notifications set to Do Not Disturb during matches; mute other servers if they are too distracting.
Match: the entire two set competition between two teams in a given week
Set: the games that comprise one crew defeating all members of the opposing crew
Game: 1v1 battle
Set Length - Regular Season
All regular season matches will consist of bo2 5v5 sets. All games in a set will be 1v1.
Points will be based on the number of stocks left at the end of each set, and will be accumulated over the season.
Set Length - Playoffs
All matches during the playoff season will be bo1 format due to time considerations.
Regional playoffs (regions TBD) will be seeded by regular season record. Tiebreakers will be determined in the following order:
Head to head matchup
State playoffs will be randomly seeded.
Default times for Varsity matches will be 4:30 PM each Tuesday, with JV to follow at 5:30. Middle school matches will be at 4:00 on Thursdays. Teams will have 20 minutes from match time to check in before forfeiting.
Reschedule requests should be made in a timely manner. All teams should attempt to honor rescheduling requests whenever possible, but it should be understood that requests made less than 24 hours before match time will be very difficult to agree to. Matches may not be rescheduled to start later than 7:00 PM on Saturday of the match week. All match reschedules MUST be announced in the #reschedule-smash channel of the MOSEF Discord server.
Every effort will be made to schedule Varsity and JV matches between the same schools in the same week to avoid overlap issues. Depending on the number of teams registered, this may not always work out. In the case of a delay caused by a match running over (for example, if Varsity is playing and JV is waiting to use the Switch), the opponent in the delayed match must be notified and given the option to wait or reschedule.
Inclement Weather Clause
If a crew is unexpectedly unable to play due to early school closure for inclement weather, the match should be rescheduled as soon as possible. If the match is unable to be played by the deadline, the school will have to forfeit.
Rosters for the following week of play are due by 7:00 PM on the preceding Friday (for example, rosters for the week beginning January 31 are due January 28). This roster must include all students who may potentially play that week; again, JV players should NOT be rostered as Varsity, but they MUST appear on the JV roster to be used as a substitute.
Players moving from the Varsity roster to JV will be required to sit out a week before playing. Players moving from JV to Varsity permanently may not be subject to this rule; coaches must contact a TO before swapping to confirm.
The starting five for the first set of the match must be selected and posted to the match page at least 15 minutes before the match begins.
For set two, you may enter the roster during set one or between sets, but once a set begins, you may not update the roster for that set. While the same five players may participate in each set, the first player must be different for each.
Once a player has chosen a fighter, they may not change it for the duration of the set. Each player on a crew must play a different fighter in a given set. Fighters may be changed upon entry into set two.
Stalling, or intentionally making the game unplayable or delaying the play of a set, is banned and determined at the discretion of tournament staff. Stalling will result in a forfeit of the game for the player that initiated the action. Any player may request a short break at the start of a set or game, but the length of the break may not be more than five minutes.
Multitourneying (The act of playing in multiple brackets at once) and delaying bracket falls under the rules outlined in section 1.7 (Stalling).
Players suspected of colluding may be immediately disqualified from the tournament. This includes intentionally throwing a game or committing any other form of bracket manipulation. The TO reserves the right to deny award for the tournament to any player suspected of colluding.
Lag Test Procedure
A LAN adapter is strongly recommended for participation in this tournament. Even a good wifi connection is less stable than a wire.
In the event of excessive lag, players must restart within 60 seconds of the start of a game; otherwise the results of any played matches will stand. SDs after the 60 second period will count towards recorded results. If the lag continues, the arena should be closed down and recreated after both crews restart their Switches.
If the lag persists, or if the arena crashes more than once after restarting, a speed test may be requested. The connection should be tested via the Switch settings (a speed test from a computer or other device is not acceptable). Each school should send a photo/screenshot of their results to the TO via Discord. The TO may choose to spectate at that point if the numbers are inconclusive. If one team is determined to have unplayable speeds, they may be forced to forfeit.
The minimum recommended speeds are 5Mbps upload and 15Mbps download, plus a ping under 30ms. NAT type A or B are required to connect (please note, NAT type is not related to connection speed; type B is not inferior, just secured differently).
It is up to TO discretion to determine who is the cause of the lag using these guidelines and decide on who, if anyone, will be disqualified. Before starting this process, please remember that not all schools are located in cities with broadband for everyone, and show grace to your opponents where possible.
In all competitions there should be a fair playing field for all players.
Every encounter must be played according to the rules until it is complete and the result is documented.
Organizers reserve the right to withhold awards if any of these guidelines are violated.
If any unforeseen situations occur, judgment of MOSEF staff is final. Rules may be altered between weeks of the season in the best interests of the event. (Example: A game-breaking glitch is discovered on a stage mid-season that could be exploited. The stage may need to be removed from legal play for the remainder of the season.)
The higher seeded team (top on the bracket) should invite their opponent to a custom arena that follows the guidelines set forth in section 3.1.
All details and score reporting on the match page must be completed by both coaches to avoid accidental forfeit (see instructions below). This data will determine which teams will make it to the championship. Accuracy is important! Screenshots of the victory screen and saved replays are recommended in case of dispute.
A crew battle is played by elimination. All games will be 1v1. The first player to eliminate the other goes up against the next player on the opposing team.
At the start of the next game, the returning player must self-destruct (SD) until their starting stocks are equal to the number of stocks they ended the previous game with. No damage may be inflicted by either player until the SDs have been completed. Players waiting on SDs may not use that time to charge specials or make any other move that will provide advantage.
The game resumes when the invincibility wears off on the final entrance of the returning player and both players return to their starting positions.
In the event the returning player SDs too many times, it will stand and play will continue (no restarting).
Games continue in this pattern until all members of one crew have been eliminated. This concludes the set.
Substitutions may be made between sets. This must be reflected in the roster before the next set begins.
Between games, coaching is allowed for up to one minute - the use of a timer is encouraged.
Players are encouraged to cheer and verbally support their team members, but may not coach during the match.
Toxicity toward your opponent, either through language or behavior (such as teabagging or excessive taunting) will result in a warning. This includes commentary by any shoutcasters streaming the match.
Excessive taunting does not include taunts that can be used to inflict physical damage to an opponent. Opponents should be given one warning for other taunts before reporting. Please use discretion to determine whether movement between stocks is toxicity or nervous energy (such as dash dancing or jumping).
Continuing a behavior after a warning will result in a set forfeit. Crews that are continuously reported will face disciplinary action.
Please contact an admin immediately to report misconduct.
Any type of use of an illegal 3rd party program or stage hack, stream cheating, controller macros, or other activity that leads to one player gaining an unfair advantage will result in immediate forfeit.
Character/Stage Pick Procedure
Players will begin each set by first performing a double blind character selection. After these characters have been selected, players will begin striking stages as detailed in section 3.3. During subsequent games of the set, the player entering for the first time is not required to declare their fighter until after the stage has been chosen.
Stage Agreement Clause
Players may select any LEGAL stage if they BOTH agree on it. Players may not play on illegal stages or change the length of a set. If this is violated, both crews will be subject to a forfeit for the week.
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 2.8).
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. Screenshots are recommended.
If Sudden Death occurs in a Sudden Death game, this process is repeated.
The results of an in-game 300% Sudden Death do not count under any circumstance.
Arenas that are not set up according to section 3.1 must be replayed before the game ends, and no penalty will be applied to the player that SDs to correct the issue. Game settings should be configured according to section 3.1. It is the responsibility of the coaches to ask the TO for any clarification of the rule set in the event of a disagreement. The outcome of a game or set will not be changed after it has concluded unless under extreme circumstances; judgment is reserved for tournament staff. Crews who are found to repeatedly misconfigure arenas may be penalized at TO discretion. This rule will extend to stages that are not correctly chosen according to sections 3.2 and 3.3.
In the event a player begins a game with misconfigured player-specific controls (controller settings, etc.), they must SD within 10 seconds. After this time limit has passed, players must use their misconfigured settings. SDs after this time limit will stand.
In the event a player is unable to SD for misconfiguration or misinterpretation due to a situation in which they cannot get away from an opponent’s attack before losing the game, the replay must be saved to prove the situation to the TO in case of dispute.
Force Majeure Clause
In the event of a game being interrupted by external, impartial conditions (e.g. power gets cut, safety concerns arise, LAN cable is disconnected, etc.) the player at fault will have two minutes to reconnect. After this point, contact the TO; the set will be forfeit.
Town & City
Pokémon Stadium 2
Kalos Pokemon Stadium
Battlefield and Omega variations of the stages are allowed when a player counterpicks either Battlefield or Final Destination respectively. The Battlefield and Omega forms may only be selected from the 8 legal stages above.
Game 1 of set 1:
P1: Higher seed
P2: Lower seed
Game 1 of set 2:
P1: Winning crew of set 1
P2: Losing crew of set 1
Subsequent games of each set:
P1: Winning crew of previous game
P2: Losing crew of previous game
First game of each set:
P1-P2-P2-P1 (P2 chooses from remaining stages)
Subsequent games of each set:
P1-P1 (P2 chooses from remaining stages)
If anything occurs within any game that results in unforeseen consequences (e.g. characters become invisible, sudden teleportation occurs, characters become affixed to other bodies, etc.), gameplay should continue uninterrupted unless the change renders the game unplayable for one or both players. In this situation, coaches should be in immediate contact for resolution.
Mii Fighter Clause
Any player who intends to use a Mii during a game must inform their opponent of their chosen Mii’s moveset prior to the game, listed in the format ####. Any combination of moves may be used, but any movesets that any player may want to use during a match must be created before the match begins.