Super Smash Bros. Ultimate hardware and network requirement

Created by Loukmane Issa, Modified on Mon, 21 Sep at 3:22 AM by Loukmane Issa

Super Smash Bros. Ultimate

Console, equipment and network requirements for running Super Smash Bros. Ultimate in Valor lessons.

What you need

ItemMinimum practical setupWhat Valor recommends
Console and softwareNintendo Switch, Switch Lite, Switch - OLED Model or Switch 2, with current game softwareA dock-capable setup with a shared display so the class can watch
ControllersOne compatible controller per participating playerConsistent controller types, plus spares. Confirm adapter compatibility where used
DisplayThe console's supported display and play modeA low-latency TV or monitor, with the controller and viewing arrangement confirmed for every student
Storage17.3 GB on Switch and Switch 2Keep extra update and DLC headroom, and recheck the console store before deployment
Online accountNintendo Account and Nintendo Switch Online for online playSchool-approved account, parental-control and membership arrangements, tested before class

Sources: Nintendo's multiplayer guide and the product page. The right-hand column is our operational guidance, not Nintendo's hardware minimums. There is no PC hardware requirement for this game.


Play modes and player counts

  • Local play on one console supports 2-8 players.
  • Local wireless is a separate Nintendo mode. Its setup guide describes 2-4 consoles, while the product page lists 2-8 - confirm the exact configuration before budgeting, and note each console needs its own copy of the game.
  • For an online Battle Arena session, budget and test one player per console rather than assuming couch multiplayer.
  • Two-player online co-op on one console is a Quickplay option, not a basis for two players per console in a school Battle Arena.
  • Start the game from the console HOME Menu. There is no Steam, Epic or PC anti-cheat installer in this setup.

Network requirements

  • Same-console local matches do not use internet matchmaking. Online matches need the Nintendo account and membership setup plus working console-to-service and peer connectivity.
  • Local wireless does not prove that Battle Arenas will work across a school firewall.

Nintendo service domains

  • Nintendo Account and eShop: accounts.nintendo.com, cdn.accounts.nintendo.com, beach.hac.lp1.eshop.nintendo.net, tagaya.hac.lp1.eshop.nintendo.net
  • Switch Online sign-in and matchmaking: lp1.npns.srv.nintendo.net, consumer.lp1.npns.srv.nintendo.net, broker.lp1.npns.srv.nintendo.net, app-a05.lp1.npns.srv.nintendo.net, dauth-lp1.ndas.srv.nintendo.net, capi.lp1.op2.nintendo.net, e0d67c509fb203858ebcb2fe3f88c2aa.baas.nintendo.com
  • Peer connections and relay servers: veer.hac.lp1.d4c.nintendo.net, atum.hac.lp1.d4c.nintendo.net, sun.hac.lp1.d4c.nintendo.net, dragons.hac.lp1.dragons.nintendo.net
  • Downloads, updates and news: bcat-list-lp1.cdn.nintendo.net, bcat-data-lp1.cdn.nintendo.net, bcat-topics-lp1.cdn.nintendo.net, ctest.cdn.nintendo.net, receive-lp1.dg.srv.nintendo.net

NAT and connection testing

  • Nintendo prefers NAT Type A. Type B works with most other NAT types. Types C and D can restrict who can connect, and F indicates peer-connection restrictions.
  • Record the console connection test result, but still test the actual Battle Arena with the intended remote participants. An A or B result alone does not guarantee a match.
  • Test the Nintendo service connection separately from the game mode, and keep enough logging to tell blocked traffic apart from account or membership failures.
  • Prefer a wired console connection where the hardware supports it, on a school-approved esports network. Ask IT to handle any NAT or peer-traffic policy change.
  • Do not place consoles outside the school firewall, use an unapproved hotspot, or forward all internet ports to one console. Test all consoles at once behind the school's normal public IP - a rule that fixes one console may not support concurrent sessions.

Before your first lesson

  • Confirm the game version and required content, pair all controllers, complete a local match, sign in with the intended online account and record the NAT type.
  • Create and join a Battle Arena in the exact classroom layout and complete repeated matches with the intended remote school or test partner.
  • Then repeat with all school consoles active.
  • Students still need a separate device for Valor training content and videos. The console's Nintendo network access does not cover the Valor platform.

Publisher support links

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