Street Fighter V Tournament Standard Settings: Rules Guide

Street Fighter V Tournament Standard Settings: Rules Guide

Competitive fighting game tournaments thrive on structure, fairness, and excitement. Street Fighter V (SFV), as a mainstay in the esports scene, relies on a standardized set of rules and settings to ensure a level playing field for all competitors. Whether you're a seasoned pro or a newcomer entering your first local bracket, understanding these standard tournament settings is crucial. This guide breaks down the common rules, settings, and formats used in official and community-run SFV tournaments worldwide.

1. Game Version and Character Eligibility

The first and most critical rule is that all tournaments must be run on the latest official version of the game, including the most recent patch and DLC characters. Tournament organizers (TOs) are responsible for ensuring all consoles or PCs are updated prior to the event.

All characters available on the roster are typically legal for play, including those released as downloadable content (DLC). There are no character bans based on tier lists. However, if a newly released character is found to have game-breaking bugs that significantly impact tournament integrity, a TO may issue a temporary ban until a patch is released.

2. Hardware and System Settings

The standard platform for tournaments is the PlayStation 4 or PlayStation 5, thanks to its tournament mode and consistent performance. PC versions are sometimes used but require strict adherence to hardware standardization to prevent advantages from higher frame rates or reduced input lag.

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The in-game settings must be uniform across all stations:

  • Rounds: 3 Rounds
  • Time: 99 Seconds
  • VS Mode: ON (This allows for character customization to be turned off)
  • Stage: Random Select (with important caveats)
  • Character Customization: OFF

The "Random Select" for stages is almost universally overridden by a gentleman's agreement or a specific rule: players are allowed to veto the randomly selected stage. If either player requests a different stage, the selection is switched to the "Training Stage" or another neutral, non-distracting arena. This is to prevent any potential visual clutter or frame rate drops that could affect gameplay on certain stages.

3. Controller Rules

Players may use any standard OEM (Original Equipment Manufacturer) controller, fightstick, or hitbox, provided they do not incorporate banned features like macros or turbo functions. All controllers must use the console's native support or a licensed converter that does not introduce input delay. Wireless controllers are generally permitted but must be disconnected after use to avoid interfering with other stations.

4. The Match Structure: Pools, Top 8, and Grand Finals

SFV tournaments are typically run as double-elimination brackets. This means a player is not eliminated after their first loss; they are moved to a "loser's bracket." A loss in the loser's bracket results in elimination.

  • Matches: Most matches, especially in the early pool stages, are played as a best-two-out-of-three games (first to two round wins).
  • Later Stages: As the tournament progresses to top 8, top 16, or finals matches, the format often shifts to a best-three-out-of-five games (first to three round wins). This allows for greater adaptation and adds drama to the most critical matches.
  • Grand Finals: The Grand Finals match is always a best-of-five. However, a key nuance exists due to the double-elimination format. The winner of the loser's bracket must defeat the winner of the winner's bracket twice in two best-of-five sets to claim the tournament victory. This is often referred to as "the bracket reset."

5. The Character Select and Side Select Process

The process for starting a match is strictly defined to prevent disputes:

  1. Blind Pick: For the first game in a set, some tournaments use "blind pick," where both players secretly choose their character without seeing the other's choice. They inform a judge or simply select their character simultaneously. This prevents last-second counter-picking.
  2. Double Blind: If a player requests it, a "double blind" selection can be enforced. Both players tell their character choice to a judge or a third party, who then ensures they select those characters. This is the ultimate method to prevent counter-picking.
  3. Side Selection: Players may roll a dice, rock-paper-scissors, or agree who gets to choose which side (Player 1 or Player 2) they play on for the first game. This is often a trivial matter but can be important for player comfort.
  4. Counter-Picking: After each game in a set, the losing player has the right to change their character. The winning player must keep their character. The losing player may also choose to change the stage (typically to the Training Stage).

6. Sportsmanship and Conduct Rules

Competitive integrity is paramount. Standard rules of conduct include:

  • Pausing: Pausing the game mid-match is strictly prohibited and will almost always result in the loss of the current round for the player who paused.
  • Glitching: The intentional use of any known game glitch or exploit is banned and will result in disqualification.
  • Coaching: Mid-match coaching (a friend giving advice during a game) is prohibited. Coaching is only permitted between games in a set.
  • Delay: Players must report to their stations promptly. Excessive delay can lead to a game or match forfeit.
  • Good Sportsmanship: Trash-talking is often part of the culture, but hate speech, harassment, or physical aggression are zero-tolerance offenses that lead to immediate removal from the tournament.

7. Dealing with Disconnects and Technical Issues

In the rare event of a hardware malfunction or game crash, the ruling depends on the situation:

  • Clear Outcome: If the outcome of the game was already determined (e.g., a Super move animation had finished and the opponent's health was depleted), the judge may award the round or game to the appropriate player.
  • Unclear Outcome: If the disconnect happens mid-game with no clear winner, the game is typically replayed with both players using the same characters and the same round score. For example, if the disconnect happened with Player 1 leading 1-0 in rounds, the replayed game would start with that same score.

Conclusion: The Goal is Fair Competition

These standard settings are not arbitrary; they are the product of years of community refinement designed to make skill, reaction, and mind games the sole determinants of victory. They minimize external variables and ensure that when two players shake hands after a set, the best competitor won. Before entering any tournament, always check the specific rules posted by the organizers, but you can expect them to align closely with this framework. Now, choose your main, practice your combos, and step into the arena.

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