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Super Smash Bros Ultimate Solos

Fall 2026​


πŸ“„ Official Source: View the definitive ruleset on Google Docs β†’

THIS TOURNAMENT IS NOT AFFILIATED WITH, SANCTIONED OR SPONSORED BY NINTENDO OR ANY OTHER GAME DEVELOPER OR PLATFORM.

Competition​

Platform & Match Format

Platform​

  • Nintendo Switch only

Series Lengths​

  • Solos (1-on-1): Best of 5 series during season; Best of 5 in playoffs
  • Once a match is generated, allow up to 30 minutes for your opponent to connect (some programs share switches)

Players​

Roster & Activation Requirements

Roster Requirements​

  • A solo player is required for all Super Smash Bros. Ultimate players within a School Organization
  • Players queue by activating themselves (or coach can activate them) between 3:00pm-4:00pm
  • Games generated at 4:00pm
  • No substitutions allowed during 1v1 matches

Pre-Match​

Lobby & Character Setup

Lobby Creation​

  • Coaches/players should add each other as friends on Nintendo Switch before match
  • Home team creates lobby: Online β†’ Smash β†’ Battle Arenas β†’ Create Arena

Lobby Settings​

  • Type: Host preference
  • Visibility: Friends
  • Format: 1-on-1
  • Style: Stock (3 stocks)
  • Time Limit: 7 minutes
  • Items: Off and None
  • Stage Hazards: Off
  • Launch Rate: 1.0x
  • FS Meter: Off
  • Damage Handicap: Off
  • Show Damage: Yes
  • Score Display: Off
  • Rotation: Host preference
  • Max Players: 2
  • Stage: Choice
  • Spirits: Off
  • Voice Chat: Off
Incorrect Ruleset

If an incorrect ruleset is used, stop and reset the match. Stages played with incorrect settings do not count towards the series.

Home Team​

  • Home team is the team on the left on the match page

Character Declaration​

  • In match chat, "Home" declares character(s) for game 1, followed by "Away"

Gameplay​

Stage Striking System

Stage Selection (Game 1)​

  1. Home strikes one stage
  2. Away strikes two stages
  3. Home strikes one more stage
  4. Remaining stage used for game 1

Stage Selection (Subsequent Games)​

  1. Winner declares character(s) first, then loser
  2. Winner strikes two stages from starter or counterpick stages
  3. Loser chooses next stage (not struck and not previously won)
  4. Process repeats until match winner determined

Starter Stages​

  • Battlefield
  • PokΓ©mon Stadium 2
  • Smashville
  • Town & City
  • Small Battlefield

Counterpick Stages​

  • Kalos PokΓ©mon League
  • Hollow Bastion
  • Final Destination (Omega variations allowed if both agree)

Self-Destruct Finishes​

  • Results screen determines winner if game ends by self-destruct
Sudden Death & Tiebreakers

Sudden Death​

  • If time expires and sudden death occurs:
    1. Player with most stocks wins
    2. If tied, player with lower percentage wins
    3. If still tied, play tiebreaker:
      • Stock: 1
      • Time: 3 minutes
      • Same stage

Tournament Rules​

Account Requirements

Accounts Required​

  • Nintendo Profile: Differentiates players and save data
  • Nintendo Account: Links to profile for online services
  • Nintendo Online Subscription: Required for online multiplayer
Streaming & Internet Guidelines

Match Streaming & Spectators​

  • Spectators allowed in lobbies solely for streaming/recording
  • No communication with team members during match
  • Stream VOD or unedited recording must be shared with opponent

Internet Connection​

  • Ethernet connections recommended
  • Refer to Nintendo Switch Networking documentation

Restrictions​

Character Prohibitions

Fighters​

  • No fighters currently prohibited

Mii Fighters​

  • Must use default Mii Fighter costumes and Guest Mii characters
  • Must declare Mii Fighter type and moveset to opponent (e.g., "Gunner 1321")
  • Up to three Mii Fighters may be created before match
  • Using undeclared/ineligible Mii Fighters results in game forfeiture

Amiibo​

  • All Amiibo figures prohibited

Stages​

  • Only listed stages allowed
  • Alternate forms prohibited

Stoppage of Play​

Reset Conditions & Forfeitures

Controller Disconnections​

  • Unplugging controller results in series forfeiture
  • Controller malfunctions are player's responsibility
  • Restarts not guaranteed

Internet Connectivity Issues​

  • Game can be reset only if:
    • Both players have all starting stocks
    • Less than 60% combined damage
    • Less than one minute passed
  • Otherwise, player forfeits unless opponent agrees to redo

Lag Issues​

  • If lag severely impacts gameplay, reset allowed only with both players' consent

Scoring​

Fenworks Reporting

Score Reporting​

  • Report on Fenworks: number of stocks leftover for winner, 0 for loser

Resources​


Last Updated: September 25, 2026


Rule Management & Change History​

πŸ“‹ Rule Administration & Historical Changes

πŸ“… CHANGE LOG​

DateChange TypeDescriptionAffected Section
Sep 25, 2026Schedule UpdateUpdated player queue/activation window to 3:00pm–4:00pm (match generation at 4:00pm)Roster & Activation
Jul 13, 2026Rule AdditionAdded 30-minute connection grace periodCompetition
Jul 13, 2026Rule AdditionAdded incorrect ruleset rulePre-Match
Jul 13, 2026Settings UpdateAdded missing lobby settings (Score Display, Rotation, Max Players, Stage, Spirits)Pre-Match
Jul 13, 2026Rule AdditionAdded home team definitionPre-Match
Jan 15, 2026Status ChangePromoted from Off-Season to Premier for Spring 2026Header

Version Information​

  • Current Version: 1.3.0