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Super Smash Fantasy League Rules

MATCHES

Each match will consist of 4 Quarters. At the end of each Quarter, points will be awarded for certain stats. Then players switch to their next fighter in their lineup. They must be played in order.

Players lineups consist of:

Quarter 1: STOCK

  • Fighters get 3 Stocks in an untimed battle (Battlefield OR Omega ; Hazards Off ; No Items ; Smash Ball)

Quarter 2: STAMINA

  • Fighters get 300 Stamina and 1 Life in an untimed battle (Battlefield OR Omega ; Hazards Off ; No Items ; No Smash Ball just Meter)

Quarters 3 & 4: TIMED

  • Fighters get 3 minutes to try and get the most KO’s (Normal Battlefields ; Hazards On OR Off ; Items ; All Items (Low)

Overtime (When total points of each team is tied): STOCK

  • Fighters get 1 Stock. (Omega Platform on Final Destination)

HOME TEAM ADVANTAGE

The home team chooses the stage of their choosing for either Quarters 1 & 2 OR 3 & 4! Whichever 2 are picked, the other team chooses for the other quarters.
Choices between:

QUARTERS 1 & 2:

Any Stage : BATTLEFIELD : Hazards Off

Any Stage : Omega : Hazards Off

QUARTERS 3 & 4:

Any Stage : NORMAL : Hazards On

Any Stage : NORMAL : Hazards Off

Lineups are chosen before the match and the fighters in the bench spots do not play. At the end of the Match (All 4 Quarters), the player’s team that has the most points will win. In the event of a tie, players will choose 1 of their active fighters and go into an overtime 1 Stock Match (NO STAT POINTS! ONLY THE KO POINTS).

POINTS:

Quarters 1, 3 & 4 (Stamina Quarter follows same rules except Peak, Time Lasted & Stage Out)

KO = 3pts each ; KOs after 3 = 4pts ea.

FALLS: 0 = 5pts

SELF DESTRUCT = -2pts

DAMAGE GIVEN: Every 20% = 1pt ; 300% or more = 3xp

PEAK DAMAGE: Every 25% = 1pt ; 150% or more = 3xp

  • FOR STAMINA QUARTER: If the Winner stays under 100% = 5pts

LAUNCH DISTANCE: Every 50m = 1pt ; 300m or more = 3xp

HIT %:

  • 15% & Below = -2pts

  • 16-25% = 1pt

  • 26-35% = 2pts

  • 36-40% = 3pts

  • 40-49% = 4pts

  • 50% or more = 5pts

SUCCESSFUL ATTACKS: Every 5 = 1pt ; 50 or more = 5xp

ITEMS: Under 5 = 5pts ; Every 5 = -1pt

MAX LAUNCHER SPEED: Every 100kms = 1pt ; 900kms+ = 3xp

DROUGHT: 5 seconds or Less = 5pts ; Each second after 10 = -1pt each

FINAL SMASH: Any Hit = 2pts ; Knockout FS = 3xp ; Total Miss = -5pts

(Any Hit means as long as the player makes any contact with the opponent within their FS timeframe)

(Knockout Final Smash means players only get the points if they get a KO within their FS timeframe)

(Total Miss means the player does not even touch the opponent within the FS timeframe) 

EXTRA RULES FOR STAMINA QUARTER: If the Winner stays under 100% = 5pts

TIME LASTED (The longer the loser stays alive, the more points they gain)

  • Under 1 minute = -5pts

  • 1-2 minutes = -3pts

  • 2-3 minutes = -1pt

  • Every minute after 3 = 1pt each

STAGE OUT =  -5pts

RECORDING THE AFTER MATCH STATS

After each match, both players should record their stats screen and scroll through to the bottom. Video recording on the phone would be easiest and then upload the video to the Discord channel. Make sure you do NOT repeatedly press A or you won't get to see the stats. Whoever does this and is not able to record their stats will get an automatic loss for that Quarter and 0 points.

END OF THE WEEK MVP 4 WAY SMASH

The top 4 High scorers will battle in a 4 Way Smash to see who MVP of the week will be. The highest scorer chooses the game type and rules for the 4 way smash. The winner of the 4 Way Smash will be the MVP of the week and earn a 10 point lead against their next week's opponent. (In any kind of tie, advantage goes to amount of KOs that team has for the week)

 

SCHEDULE AND PLAYOFFS

The three division winners and next best three teams in the standings will advance to the playoffs. The playoffs will take place during weeks 14 - 16. The top 2 seeds will get a first round bye. The #3 seed will host the #6 seed and the #4 seed will host the #5 seed. The winner of a tie in the playoffs will be the team with the most touchdowns scored then most field goals.

*Tiebreaker Note: A tie in the playoffs is total touchdowns, then total field goals (Not Home Team)

 

THE AUCTION DRAFT

All teams will have $120 minus the salaries of their kept players to spend on 6 Fighters. The auction is not over until every team has drafted 6 fighters. The draft order will be chosen from a hat along with the divisions they will be in. The first person in the draft will put a fighter up for bid and once a final bid on a fighter is decided, that player will sign them to a contract.

 

FIGHTER KEEPERS

At the end of the season, each team will choose a fighter to keep at their salary.

 

SALARIES

Fighters’ chosen in the auction draft’s salary will be the amount of the winning bid.

TRADES

Trades can be done at any time except on their Match Day, and there is a league vote . Trading only exists through week 10. If a fighter is traded it does not effect that fighter’s salary or contract. No team may have more or less than 6 fighters at anytime. If a trade seems unfair, a majority vote against the trade must be reached. If this occurs the trade is null and void.

 

CONTRACT EXTENSIONS

During the off-season a fighter whose contract has expired may be signed to a contract extension. The maximum contract extension is 3 seasons. A fighter can only be extended once and when his contract expires again he is thrown back into the free agent pool. Any fighter that is extended is now considered a Long Term contract. Contract extensions for S contracts are as follows:

1 season – add $10 to existing salary

2 seasons – add $15 to existing salary

3 seasons – add $20 to existing salary.

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