Official Rules


Last modified: August 2, 2022 1/26

Article 1. Introduction

1.1. Organizer.

Capcom (“Capcom”) organizes a tournament entitled “STREET FIGHTER LEAGUE: PRO-US-2023” (the “SFL US”) on the video game Street Fighter 6 (PC version) (the “Video Game”).

Capcom is hereinafter referred as the “Organizer”.

1.2. Official Rules.

These rules, the SF6’s EULA, and Capcom’s Code of Conduct (the “Official Rules”) establish the rules of tournament play, including rules governing without limitation, player eligibility, conditions of residence, tournament structure, code of conduct, etc.

The Official Rules apply to all teams (“Teams”) and players (“Players”) participating in the SFL US (Teams and Players are hereinafter referred as the “Participants”).

The Participants fully acknowledge and agree to the following:

  • respect all of the provisions of the Official Rules;
  • the Organizer may update, amend, or supplement the Official Rules from time to time, and;
  • the Organizer may interpret or apply the Official Rules by releasing notices, online postings, e-mails, or other communications that provide instructions and guidance to the Participants.

No purchase of any kind will increase the chances of winning the SFL US. The chances of winning the SFL US are entirely dependent on the skill, talent and individual expertise of each Player.

The English language version of the Official Rules will supersede any translation.

Article 2. Conditions of Eligibility

Players participating in the SFL US must meet the eligibility requirements as described below. The Organizer shall not take any responsibility for your compliance with local laws and visa requirements. The Organizer reserves the right, at its sole discretion, to verify participants’ eligibility requirements by any reasonable means and at any step of the SFL US. In the event a Team has been deemed ineligible to participate, this Team will be automatically disqualified from the SFL US. The Organizer reserves the right to replace any such disqualified Team with any other Team of their choice, based on their overall performance during the SFL US.

Each Participant must provide all necessary personal information, which the Team certifies as accurate and complete, such as:

  • Player name
  • Country of residence
  • Age
  • Video Game Account ID
  • Nickname
  • Discord Nickname
  • E-mail.

The Organizer reserves the right to verify, by any means necessary, the authenticity of the information provided about the players in order to validate their participation in the SFL US, in particular their age, their identity and the ownership of their game account.

In the event a Player provides inaccurate information, the Organizer can either ask the Player to modify the information provided or disqualify the Player and cancel his/her participation in the SFL US for non-compliance with the conditions of eligibility.

2.1. Age Requirements.

As a condition of participating in or being permitted to participate in the tournament, the player (or the player’s parent or legal guardian if the player is a minor) must be at least 13 years of age as of the date of the tournament and above the rating age established for Street Fighter 6 in the country in which the tournament is being sold. The player warrants, represents, acknowledges, and agrees that he/she understands the risks associated with the tournament, is physically fit, has no mental or physical problems that would interfere with his/her participation in the tournament, and has sufficient experience to understand the issues associated with the tournament.

2.2. Conditions of residency.

In order to participate in the SFL US, each Player must posses a CAPCOM ID and reside in an area where it is available.

If a player needs a visa to participate in this league, the team or player shall be responsible for the cost and application for the visa, and Capcom shall not be responsible for obtaining the visa.

If a team or player needs to obtain a visa in order to participate in this league, the team or player must do so on their own.

The organizer is not responsible for obtaining visas for players, and will not make any applications in behalf of the player.

2.3. Names.

The name, logo or any content used by the Team and each Player (e.g.: nickname) (a) shall not be associated with a sponsor and (b) shall not contain any content that is offensive, insulting, abusive, threatening, vulgar, obscene, sexual, racist, defamatory, contrary or likely to harm the interests of the Organizer or Capcom or against esports values, and more generally any element which is unethical or objectionable by a legislative or regulatory provision in force.

2.4. Roster Continuity – Substitution.

Teams participating in the SFL US must have 4 Players.

Any transfer of a player from a team to another team or any addition of a player to a team is considered as a transfer. At the start of the SFL US and until the end of the official broadcast of the SFL US, the Team shall not operate any transfer without the prior written approval of Capcom. Any transfer of a player in a Team without the approval of Capcom, will be deemed refused. Players may, at the Team’s sole discretion, have the possibility to play for any other team for any other tournament organized under the Video Game after or before the SFL US.

Player substitution is not allowed during the SFL US. Notwithstanding the foregoing, in the event that the Team is not able to have four (4) players in a particular match of the SFL US due to an event beyond the control of the Team as determined in the sole discretion of Capcom (e.g.: medical reason), the Team can exceptionally request to play with a substitute. This substitute player can be the coach or any person that (a) is not participating in the Street Fighter League from any regions and that (b) fulfils all eligibility requirements defined hereinabove. Authorization to play with a substitute player is always subject to Capcom which approval can be refused without any justification. If the Team does not have a full roster to play their SFL US matches, Capcom will have the possibility to suggest and connect players with the Team in order to play with the Team.

2.5. Capcom Account

Players shall only use special accounts provided by Capcom throughout the SFL US. Players shall ensure that their personal account is in “good standing”. The notion of “good standing” refers to an account that is not subject to any active penalty, ban or any other sanctions defined under the Official Rules.

2.6. Controllers

Definition of Terms:

  • Game

    All situations and elements of Street Fighter 6. Not limited to during a fight.

  • Competition

    A game in which players compete against each other to win or lose.

  • Controller

    Equipment that is primarily used for character manipulation and is recognized as a controller by the game program.

  • Keyboard

    Equipment that is primarily used for text input and is recognized as a keyboard by the game program.

  • Lever

    A device that senses two(2) states, “input or no input,” by tilting a lever.

  • Button

    A device that senses two(2) states, “input or no input,” by pressing a button.

  • Analog Stick

    A device that senses the step-by-step input status by the tilt angle of the stick.

  • Mechanical Capability

    The number of buttons and levers. The sensitivity of the analog sticks.

  • Input System

    This refers to buttons, directional keys, levers, analog sticks, and keyboard keys. However, we do not believe that all players’ needs can be covered by these input systems and may consider increasing them in some cases. The number of directional key/lever input systems will be counted for each direction, with a maximum of four(4) In particular, the one excluding the analog stick is called the “digital input system.

  • Attacking Action

    This refers to the elements that can be changed in the controller settings of Street Fighter 6. The attacking actions are as follows, depending on the Control type, and up to eleven(11) attacking actions are selected and applied to one controller.

  • Modern

    Light Attack, Medium Attack, Heavy Attack, Special Move, Drive Parry, Drive Impact, Assist, Light + Medium, Light + Heavy, Medium + Heavy, Light + Medium + Heavy, Heavy + Special Move, Taunt, Accessibility Sounds

  • Classic

    LP, MP, HP, LK, MK, HK, LP + LK, MP + MK, HP + HK, LP + MP, LP + HP, MP + HP, LP + MP + HP, LK + MK, LK + HK, MK + HK, LK + MK + HK, Taunt, Simultaneous Input, Accessibility Sounds (P stands for Punch; K stands for Kick)

  • Movement Action

    An action required to move a character by pushing the directional keys or tilting the analog stick, and is also used to input unique attacks or special move.

  • Combination of Inputs

    A single input resulting in a execution of several number of inputs. Combination of inputs are not allowed during a Street Fighter 6 match, except for those that can be applied in the controller settings in the game itself. In other words, there are no other combinations than the following for each operation type. Of course, it is not possible to combine a move action and an attack action into a single input system.

  • Modern

    Light + Medium, Light + Heavy, Medium + Heavy, Light + Medium + Heavy, Heavy + Special Move, Appeal

  • Classic

    LP + LK, MP + MK, HP + HK, LP + MP, LP + HP, MP + HP, LP + MP + HP, LK + MK, LK + HK, MK + HK, LK + MK + HK, Taunt (P stands for Punch; K stands for Kick)

  • Alternative Controllers

    A controller that the player uses to replace the one in used in a match for any reason.

Controller Customization:

  • Customization refers to changing the physical location of buttons and levers or creating the controller itself. Customization beyond the mechanical capabilities of the PS5 standard controller, DualSense, is prohibited unless there is a special reason to do so, which takes physical characteristics into consideration. Not to mention, macros, turbo (continuous hitting function), unacceptable compound input, or any analogous function is prohibited.
  • Capcom or the tournament organizer reserves the right to check the controller at any time during the tournament. If the results of the check indicate that the controller is violating the rules (hereinafter referred to as “offending controller”), the player will be suspended from using the controller, and may be punished and instructed to prepare an alternative controller as soon as possible. In such cases, the tournament organizer will provide a full explanation to the players.

Scope of fairness:

The scope of customization allowed as a guarantee of fairness will be as follows

  • Attacking Action

    The maximum number of input systems that can be used as attacking actions is eleven(11). However, the same offensive action cannot be assigned to multiple input systems. For example, it is not allowed to have more than one light punch button. When using a controller with more than eleven(11) input systems for attacking actions, measures must be taken in advance to disable the use of unnecessary input systems as attacking actions. Note that the above does not apply to input systems that cannot be used as inputs for attacking actions in the “Controller Settings” in the game (DualSense PS button, mute button, etc.).

  • Character Movement

    A move button is one that applies the move action as a button rather than a directional key, lever, or analog stick. Move buttons and directional keys, levers, and analog sticks can coexist on the same controller, but in such cases, the corresponding move action input must be lost as compensation. For example, if only the upper direction is made a move button, the lever’s input for the upper direction must be disabled.

    The maximum number of digital input systems that can be used as a moving action is limited to four(4). This is intended to be allocated in the vertical and horizontal directions. Even within the range of the number of installations, the same movement action cannot be assigned to more than one input system. For example, it is not possible to install more than two(2) input buttons for the upward direction.

    Directional keys, levers, and move buttons that allow movement actions and analog sticks can coexist and be installed. However, movement actions with analog input must be input as analog information. For example, it is not allowed to convert the analog stick into a button or lever, or any other mechanical capability.

  • Simultaneous input of movement actions

    Simultaneous input in the vertical and horizontal directions is allowed only for the following specifications.

  • If up and down directions are input at the same time

    Both inputs must be maintained or both inputs must be rejected.

  • If left and right directions are input simultaneously

    Both inputs must be maintained or both inputs must be rejected.

    Do not add functions other than the above to disable input information for attacking or moving actions. For example, do not add a button to force a neutral state.

Keyboard usage:

Keyboards are allowed only if the platform used in the tournament is Steam. However, keyboards must adhere to these rules in the same manner as controllers.

  • The keyboard alone is not allowed to compete in offline CPT tournaments and must be paired with a controller. The paired controller must be simply connected to the PC and must not be used for character control, but only for the game program to recognize the keyboard as the player. If both players in an offline CPT tournament group wish to use the keyboard, they may do so by playing online from the Custom Room on two(2) computers, as long as there is an Internet connection available to connect to CFN (hereinafter referred to as “online competition environment”). This is because it is not possible to have two(2) keyboards connected to one PC at the same time. If an online competition environment is unavailable, both players must play the game with an alternative controller other than the keyboard.

Obtain an alternative controller:

  • Players may be forced to change their current controller if an offending controller is used or an unexpected malfunction occurs. In such cases, the following will apply.

In case of controller failure

  • Players may report controller malfunctions to the judge as necessary. A player may report a malfunction even if the match is in progress. However, reporting a malfunction during a match means that the match is suspended, and the player who reported the malfunction must forfeit the current round.
  • Players who report a malfunction must prepare an alternative controller as soon as possible. If the player is unable to do so within 5 minutes of reporting the problem, the tournament organizer may suggest that the player play the game using an alternative controller provided by the tournament organizer. In this case, players may not specify the alternative controller prepared by the tournament organizer. The tournament organizer’s proposal of an alternative controller shall be limited to cases where it is possible.
  • Players must immediately (within about one minute) choose whether to continue game play with the current controller that is faulty, play with an alternative controller, or abandon the match.
  • When using the offending controller
  • If the tournament organizer determines that the controller is in violation as a result of the controller check, the player may be instructed to obtain an alternative controller after appropriate punishment.
  • The player who receives instructions must prepare an alternative controller as soon as possible. If the player cannot prepare the controller within 5 minutes of the instruction, the tournament organizer may suggest that the player play the game with an alternative controller prepared by the tournament organizer. In this case, players may not specify the alternative controller prepared by the tournament organizer. The tournament organizer’s proposal of an alternative controller shall be limited to cases where it is possible.
  • Players must choose immediately (within about one minute) whether to play with an alternative controller or forfeit the match.

Operation check after obtaining an alternative controller:

  • After obtaining an alternative controller, players can check the button settings and other operations as follows
  • If obtaining an alternative controller is during a match interruption, the round is forfeited, but the remaining time may be used to check the operation. However, if the judge decides that the player who obtained the alternative controller has gained an excessive advantage, such as a significant charge to the Super Art gauge, the judge may ask the player to abandon the match.
  • If the alternative controller acquisition is between match set, up to 5 minutes will be given to check the controller before the next match set begins.
  • When opting to continue with the original defective controller or choosing the alternative controller, if a new defect is found in either situation, players may not reported any additional defects, and if the defect cannot be overlooked, the match will be forfeit. However, if the alternative controller provided by the tournament organizer is found to be defective, the player may report the controller defect to the judges as necessary.

2.7. Equipment Tests

Players agree to perform all the necessary tests to ensure that their equipment is working properly before the SFL US begins.

Article 3. SFL US – Structure – Format

The SFL US Structure is (i) a unique group stage (“Group Stage”) followed by (ii) a single elimination bracket (“Finals”), as described below.

3.1. Group Stage

  • 6 Teams in one unique group
  • Double Round Robin (home and away team matches / total of 30 team matches)
  • Points system depending on the number of points earned during each team match.
  • All team matches are played in the following format:
    • 1st player match in Best-of 3 battles between the 1st player of each team. The winner gains 10 “League Points” for his team.
    • 2nd player match in Best-of 3 battles between the 2nd player of each team. The winner gains 10 “League Points” for his team.
    • 3rd player match in Best-of 5 battles between the 3rd player of each team. The winner gains 20 “League Points” for his team.
    • If teams are tied after 3 player matches, an extra player match is played in Bestof 1 battle between any player of each team (the player of the extra game must be the fourth player of the teams). The winner gains 5 “League Points” for his team.
    • Character changes:
      • The Player who lost a game in the match is allowed to change character, control type
      • The player who won the last game is required to keep the same character and he/her control type.
    • The Team earns the total number of game points obtained during the match for its ranking in the group.
      • Example below

        HOME TEAM Game Points


        AWAY TEAM Game Points

        101st Game0
        102nd Game0
        03rd Game20
        5Extra Game0
        25Total Game Points20
    • Home and Away rules:
      • AWAY Team will announce its roster first at least one (1) hour before the match (name of Players in order of the matches, with the name of character used by each Player)
      • HOME Team will determine who to play and what character he/she will use, right before each game
    • Ties. At the end of the group stage, Teams are ranked according to the number of points earned. In the event that two or more Teams in a group are equal on points on completion of the round-robin matches, the following criteria are applied in this order to determine the rankings:
      1. Head-to-Head: higher number of game points obtained in all matches played among the tied teams
      2. Battle Difference: This will be determined by taking the sum of all the BATTLES the team has won and subtracting it by the sum of all the BATTLES the team has lost.
      3. ROUND Difference: This will be determined by taking the sum of all the ROUNDS the team has won and subtracting it by the sum of all the ROUNDS the team has lost.
      4. If two Teams are still tied a new match is played between them.
    • Top 4 teams after 30 matches are qualified for the Playoffs

    3.2. Playoffs

    Only the top 4 teams qualified from the Group Stage will be allowed to play in the Finals

    Match 1: Top 3 against Top 4 from the Group Stage

    Match 2: Top 2 from the Group Stage against the winner of Match 1.

    Grand Finals: Top 1 from the Group Stage against the winner of Match 2.

    Match 1

    Match 2

    Grand Final

    Top 3 from Group Stage

    Top 3 from Group Stage

    Top 1 from Group Stage
    Top 4 from Group StageWinner of Match 1Winner of Match 2
    • Match 1 and 2 are played in a First to 50 points format, using the same format as the one used during the group stage. After 3 Player Matches, teams will switch side and start from Player Match 1 again. (No extra player matches.) Grand Final is played in a First to 70 points format, using the same format as the one used during the group stage. Determination of Home and Away status during the Finals stage:
      • AWAY Team lower team in the final ranking of the Group Stage (i.e.: Team 4 for Match 1, the winner of Match 1 for Match 2, the winner of Match 2 for the Grand Final)
      • HOME Team upper team in the final ranking of the Group Stage (i.e.:Team 3 for Match 1, Team 2 for Match 2, Team 1 for Grand Final.)
      • For the Finals:
        • 1st sets: HOME Team will be Team 1
        • 2nd sets: HOME Team will be the winner of Match 2
        • 3rd sets: HOME Team will be Team 1.

    Article 4. Check-in

    All Players must be present in the venue at least 1 hours before the start of the 1st match of the day.

    Article 5. Game Settings

    5.1. General Rules and Settings

    5.1.1. Game Version

    The SFL US is played on the Capcom video game entitled “STREET FIGHTER6” on Steam and (i) all updates, patches, and stages released as of the date of the Tournament and (ii) character packs released at least seven (7) days prior to the commencement date of the Tournament.

    5.1.2. Games Modes – Round Setting – Match Results

    All games modes will be pre-selected by the Organizer and shared with Teams via Discord, email or any other communication system.

    Sounds/Voice Settings: English

    Matches are played through the in-game “Versus” menu.

    Round setting: 99 seconds, 2/3 Rounds.

    The BATTLE is over when either Player wins the required number of ROUNDS.

    The GAME is over when either Player wins the required number of BATTLES

    5.1.3. Placement and sides

    Players must follow the instructions provided by the Organizer for their placement in the place where the SFL US takes place.

    5.1.4. Characters Selection

    Rules for the characters selection are determined by the HOME or AWAY status of the Team, as defined in the section 3.1.

    5.1.5. Characters Bans.

    5.1.6. NONE Stages.

    Stages are determined by the Organizer.

    5.2. Prohibited Costumes and Colors.

    5.3. Additional Prohibition

    Players may be prohibited to use certain stages, character costumes or colors not listed in the above by Organizer at any time in its sole and absolute discretion.

    5.4. Breaks

    Teams will be allowed to take a small break between games, sets and matches during the SFL US as it follows:

    • Break between Battle: up to 30 seconds
    • Break between Game: up to 1 minute
    • Break between Matches: up to 5 minutes

    The Organizer reserves the right to extend the duration of the break.

    5.5. No bugs or glitches allowed.

    Participants shall not use any bugs or glitches known by the esports community, whether or not specifically mentioned in the Official Rules. In the event that the Organizer determines that a participant voluntarily used a bug and/or a glitch which gave an unfair advantage, the Organizer may decide to, either return to the state of the game before the bug or glitch occurred (if possible) or, inflict a penalty. Organizer determines at its sole discretion if the bug or glitch has been voluntarily or involuntarily used.

    This includes any bugs causing the game to freeze, reset, remove character from play zone or similar results.

    5.6. Disconnections & Double-KO

    In the event of disconnection, the following rules apply:

    • If a game is involuntarily interrupted (e.g.: players or servers crash, network interruption,…), the Organizer will either have the possibility (i) to return to the state of the game before the problem occurred, (ii) to start a new game with the same settings, or (iii) designate the winner of the game (and final placement);
    • If a round is interrupted by a Player (e.g.: pressing a button on the controller to pause the round, unplugging the cable from the opponent’s controller,…), the Player who interrupted the round will abandon the round.

    The Organizer decide at its sole discretion if the match has been voluntarily or involuntarily interrupted.

    Connection or hardware problems that cause an inability to compete could lead to an automatic match forfeiture. Any agreements between Teams to postpone a match must be first approved by the Organizer. The Organizer reserves the right to reject any match rescheduling requests.

    In the event of a double KO, the battle will be rematched as if there were no result for that battle, nor any rounds obtained.

    5.7. Pauses.

    Players do not have the right to pause a game in progress; provided however that in the event that the video game hardware of a Player (e.g.: buttons, joysticks) breaks down in the middle of a match, leaving the Player at a significant disadvantage, the following rules will be used:

    • In the event of an equipment failure, the Player has the option to stop the game in progress to obtain a replacement.
    • If a game is stopped in progress, the reporting Player must forfeit the current round.
    • New equipment must be immediately available. If replacement equipment cannot be obtained in a timely (within 5 mins of the notification) manner, the Player must continue to play on his/her current equipment or forfeit the Game.
    • A Player may opt to switch out equipment between games at no penalty. When this occurs, the Player will be given time (5 minutes) to configure his/her buttons before the next game begins.

    5.8. Communication with third-party.

    Players are not allowed to communicate with any third-party (included coaches) during a game in progress.

    This restriction also includes obtaining information related to the game in progress via external sources.

    Article 6. Records and Broadcast – Confidentiality.

    All broadcasting rights of the SFL US are owned by Capcom. This includes but is not limited to photos, videos, video streams, TV broadcasts, shoutcast streams, replays, demos and live score bots.

    The SFL US takes place behind closed doors and will be broadcasted later by Capcom, the Organizer or any other third party authorized to make such broadcast.

    Consequently, the Participants shall not disclose, by any means whatsoever, any information relating to the progress of the SFL US before the public broadcast of all the matches of the Tournament by Capcom, the Organizer or any other third party authorized to make such broadcast.

    Players are not authorized to record or broadcast the SFL US matches. Only the Organizer and Capcom are authorized to record and broadcast the SFL US, worldwide, on the Internet, on television or on any other communication medium, known or unknown.

    At the date of signature of this Agreement, the Participant acknowledges and agrees that the broadcast schedule of the SFL US has not yet been definitively established. The Organizer shall keep the Participants informed of the broadcast schedule within a reasonable time.

    The information relating to the progress of the SFL US includes, without limitation, the following information:

    • matches results
    • participants performances
    • tournament’s bracket
    • tournament’s format
    • tournament’s statistics
    • characters picked/used by the participants during the SFL US
    • any recordings (e.g.: photographs, videos) made during the SFL US;
    • SFL US broadcast schedule
    • anecdotes or stories relating to the progress or recordings of the SFL US.

    Notwithstanding the foregoing, the Participants remain authorized to communicate or share the confidential information indicated above after it has been publicly disseminated either by Capcom or by the Organizer.

    Article 7. Forfeit.

    In the event that a Participant is unable to participate in a match, for any reason whatsoever, this Participant will be considered forfeit for that match. A Participant considered forfeit for a match loses the match.

    Article 8. Rules Changes

    The Organizer reserves the right to modify these Official Rules at any time, without any obligation to follow a specific process beforehand, without notice and without consequences. The Organizer will contact the Participants via all the usual communication channels, including by Discord or e-mail, to inform them of any modifications to the SFL US format or in case of a change to the times of any matches.

    Article 9. Prizes

    9.1. Prize Money

    The SFL US will offer the following rewards, according to Teams final ranking:

    • #1 Team: Sixty Thousand USD ($60,000)
    • #2 Team: Fifteen Thousand USD ($15,000)

    Prize money earnt by a Team which has signed a Team Participation Agreement with the Organizer will be made in accordance with the provisions of such Team Participation Agreement.

    Prize Money earnt by a Team for which the Players signed an Individual Participation Agreement with the Organizer will be made in accordance with the provisions of such Individual Participation Agreement.

    The payment of the prize money will be made in accordance with the applicable legal and regulatory provisions in force, after deduction of all applicable taxes and charges, including any withholding tax, or the provision of a payment to a competent authority.


    The winner of the SFL US will be qualified to the STREET FIGHTER LEAGUE WORLD CHAMPIONSHIP 2023 organized by Capcom*. More information about this prize will be sent to the Team in a reasonable time.

    *Restrictions may apply at the sole and absolute discretion of Capcom.

    Article 10. Code of conduct

    In order to provide a rewarding tournament experience for all, the Organizer requires participants to play calmly, respect each other, demonstrate good sportsmanship, be honest, play fairly, and show respect towards spectators, players, media and the Organizer.

    By participating in the SFL US, each Participant agrees to respect the relevant laws and rules as well as the Code of Conduct and the various stipulations and conditions of the Official Rules.

    This code of conduct is intended to provide a non-exhaustive list of the various behaviors that are prohibited or dishonest, or that could lead to unfair advantages. The Organizer reserves the right to modify these rules of conduct at any time, as well as to take any appropriate disciplinary steps in the case of actions that go against the code of conduct, whether said action is specifically mentioned in the list below or not.

    The following behaviors can lead to disciplinary sanctions:

    • Disobeying or showing noticeable or disruptive dissent at the reasonable instructions or requests of the Organizer or tournament personnel
    • Arriving late for the tournament
    • Poor sportsmanship
    • Choosing a username or broadcasting content that implies a false association with the Organizer, Capcom, or that is vulgar, obscene, offensive, immoral, illicit or harmful to a third party
    • Harassment, following, threatening, intimidation, screaming, swearing or other harmful behavior towards other participants or towards the Organizer
    • Physical or cyber violence
    • Collusion
    • Communication of any content that could be considered offensive, including material that is illegal, insulting, injurious, threatening, abusive, vulgar, obscene, sexual, racist or defamatory, whether it be on grounds of race, political or religious opinions or sexual orientation; in general anything that is unethical or unsportsmanlike or punishable by law or a relevant rule
    • The public sharing of private and confidential communication between the Organizer and players
    • Intentional disconnection during a game
    • Publication of marketing or promotional content
    • Publication of content that could harm the reputation or image of the Organizer or of a third party
    • Smoking cigarettes or consuming alcohol beverages in the place where the SFL US takes place
    • Consume or ingest any substance prohibited under applicable law
    • Creation of a false identity or impersonation of a third party
    • Direct or indirect offers, promises, donations, gifts or any other kind of benefit to an Organizer with the aim of gaining an advantage during the SFL US
    • Publication of the personal information of other players (such as names, addresses, telephone numbers, etc.) in a public space, whether it be on social media, a website, or any other channel
    • Deliberate use or exploitation of a bug in the video game to gain an unfair advantage, whether or not it is specifically mentioned in the Official Rules
    • Fraudulently accessing or maintaining access to all or any part of the automated data processing systems
    • Cheating of any sort through any means, whether currently known or unknown, which may include, without limitation, use of external software that directly tampers with the game software to gain any kind of advantage or to create a disadvantage to other players in the game, MOD and tampering game software by the use of a tampering patch
    • Interference with any infrastructure for the tournament, including gaming equipment/hardware, game servers (including the misuse or hacking of game servers) or facilities provided for the tournament
    • Intentionally delaying, slowing or manipulating gameplay
    • Tampering with or obstruction of an automated data system, whether it relates to the video game or a service
    • Intentionally disconnecting network cables or attempting to interfere with another player’s connection to the game service through Distributed Denial of Service (“DDoS”) or any other means
    • Intentionally interrupting network connectivity
    • Refusal to respect the health and safety protocols outlined by the Organizer for the duration of the event
    • Transmission or aiding in the transmission of technological viruses, corrupted data or any other method intended to hinder the proper functioning of an automated data system
    • Disclose confidential information related to the SFL US or private correspondence between the Participant and the Organizer
    • Failure to notify the Organizer of the existence of a bug or a fault that could allow someone to gain an unfair advantage during a match
    • Not doing one’s best effort to advance as far as possible in the SFL US (e.g.: winning matches, strategy to qualify)
    • Conducting in a manner that is clearly abusive or detrimental to the SFL US
    • Betting or establishing a system for illicit betting on the SFL US
    • Manipulation of the ranking of the SFL US.

    The behaviors listed, along with any other harmful behavior, whether committed intentionally or unintentionally or simply attempted, are punishable by a sanction in the manner defined in the Official Rules.

    “Harassment” includes but is not limited to: (i) threats of physical violence, (ii) insults related to the SFL US or any Player, event personnel or event attendee, (iii) offensive statements or actions related to gender, gender identity and expression, age, sexual orientation, disability, physical appearance, body size, race, and/or religion; (iv) sexual images in public spaces, (v) deliberate intimidation including but not limited to stalking or following, (vi) harassing photography or recording, (vii) sustained disruption of talks or other events, and (viii) inappropriate physical contact and unwelcome sexual attention. Harassment should be reported to the Organizer immediately.

    Insults are punishable (ix) whenever they are made, including but not limited to insults made during tournament matches, and (x) whether they are made in-person and/or electronically, including but not limited to text messages, blog postings and/or social media.

    Any person who, through help or assistance, facilitates the preparation or commission of the infringement may also be subject to a disciplinary sanction.

    Players and any other third-party can inform the Organizer of any harmful behavior or content relating to the SFL US.

    Article 11. Applicable Disciplinary Sanctions

    If a player violates the Official Rules, in particular the code of conduct, the Organizer reserves the right to sanction the offending player in accordance with the seriousness of the infraction committed.

    The Organizer may inflict to a player with the following sanctions depending on the degree, severity and repetition of the violation, in the order of severity as follows:

    • Warning(s)
    • Round Forfeiture(s)
    • Game Forfeiture(s)
    • Match Forfeiture(s)
    • Suspension(s)
    • Disqualification(s)
    • Fine(s) and/or Prize Forfeiture(s)
    • Banishment from future tournament(s)

    The Organizer may combine any sanctions listed above.

    In addition to these disciplinary penalties, the Organizer reserves the right to take legal actions, both civil and/or criminal, against any person who has or who has attempted to interfere with the smooth running of the SFL US, in particular by participating in a case of cheating, fraud, or damage to an automated data processing system, whether or not he/she has participated in the SFL US.

    Article 12. Sponsors and Restrictions

    Participant shall not display, advertise, or otherwise promote in any manner sponsorship, endorsement or other commercial affiliation with any sponsor engaged in the business of:

    • adult content sponsors, such as pornographic websites;
    • companies that manufacture, sell, distribute or market cigarettes or vaporizers (ecigarettes);
    • companies associated with video games (excluding collaboration with Capcom), PC, and PC peripherals;
    • drugs;
    • alcohol (including non-alcoholic beverages marketed by alcohol companies);
    • cryptocurrencies, blockchain, NFT or related products or services;
    • fake news propaganda services;
    • guns or other weapons;
    • betting, bookmaking or gambling (including without limitation casino, fantasy esports);
    • political organizations;
    • religious groups;
    • governmental authorities (any entity exercising executive, legislative, judicial, regulatory or administrative functions of or pertaining to government);
    • charities or non-governmental organization that endorse particular religious or political positions, or are not reputable;
    • any service or product prohibited in the United States.

    For the avoidance of doubt, Participants may not wear clothes, hats, jewelry or any other item promoting the list of product or services described above, regardless of sponsorship or affiliation.

    Upon the Organizer request, the Participant shall, in all public appearances (including streaming appearances) relating to the SFL US, wear and use equipment and products (e.g.: headsets) approved and issued by the Organizer or SFL US sponsors and, if applicable, SFL US sponsor’s branding and associated logos.

    Upon the Organizer request, the Participant shall not wear or use clothing and equipment, products or services of competitors of Capcom or SFL US sponsors, in all public appearances (including streaming appearances) relating to the SFL US.

    Article 13. Private Correspondence

    During the SFL US, the Organizer may have reason to communicate privately with one or more players. Any messages intended exclusively for one or more specific persons will be considered as private correspondence.

    Private correspondence is protected as ‘secret’ and the recipients of the messages are not authorized to publicly reveal the content of these messages. Anyone who discloses private correspondence without authorization can be held civilly or criminally liable.

    Article 14. Personality Rights

    Participant hereby grants to the Organizer and Capcom the permission to record, videotape and photograph the Participant (“Participant Images”). The Participant grants Capcom and each of their designees, the right to use, edit, adapt, post, stream, copy, display, perform, transmit, broadcast, and otherwise commercialize Participant Images, including any names, likenesses, voice, conversation and any other attributes of Participant’s personality and appearance, individually or with others, in whole or in part, alone or in conjunction with other material, in any and all media now known or hereafter devised, in perpetuity throughout the world, for the purpose of trade, advertising, promotion or any other lawful purpose whatsoever, without additional compensation, consideration, notification or permission, except where prohibited by law.

    Participant acknowledges and agrees that Capcom is and shall be the sole and exclusive owner of all rights, title and interest, including all intellectual property and proprietary rights, in and to the recordings of the SFL US and the recording of the Participants Images.

    For the avoidance of doubt, Players have no ownership interest in the live exhibition or recorded footage of their gameplay, all of which is owned by Capcom and may be exploited by Capcom. in its discretion with no requirement to account to the Player.

    Article 15. Intellectual Property

    The brands, logos, software, drawings, models, databases, online services and video game used during the SFL US are protected under intellectual and industrial property provisions and belong to the holders of the respective rights. Any reproduction of material or representation of rights is strictly forbidden.

    Article 16. Limitation of Liability

    Participation in the SFL US implies that players fully understand and accept the characteristics and technical limitations of electronic communication networks. The player recognizes that the online services are provided “as is”, without any guarantee, and that use of them is at his or her own risk and peril. The Organizer cannot guarantee that the services will not be interrupted, that they will be exempt from faults or that anomalies will be corrected; they will not be held responsible for any partial or complete interruption of certain services used during the SFL US.

    Epilepsy warnings: some people may experience epileptic seizures or have momentary loss of consciousness when viewing certain kinds of flashing lights or patterns that are commonly present in daily environments. These persons may need to take special precautions before using the Game. In the event you have experienced symptoms linked to an epileptic condition (e.g.: loss of awareness or a seizure), immediately consult your doctor before using any video games.

    Any direct or indirect damage inflicted upon the player or third parties during the SFL US is neither the responsibility of the Organizer nor of its commercial or media partners, unless a serious fault is found with regards to safety requirements.

    The responsibility of the Organizer is strictly limited to the organization of the SFL US and the provision of information necessary for participation.

    Article 17. Personal Data

    17.1. Data Collected.

    During registration for the SFL US, the Organizer collects personal data about the player, which may include information about his or her identity (e.g.: first and last name, date of birth, address, passport,…), and, possibly, with regard to the game (game account, username, ranking, etc.), which the player certifies is complete, accurate and relevant. This data is strictly necessary for the organization of the SFL US and its media coverage (notably the sharing of players’ results on the Internet by means of their usernames).

    Any registration for the SFL US with incomplete or inaccurate data may lead to the cancellation of the registration and even the imposition of a disciplinary sanction, to be determined at the sole discretion of the Organizer.

    17.2. Reasons for processing the collected data.

    The data collected by the Organizer is used to ensure that the SFL US runs smoothly: to verify the conditions of eligibility and more generally for the administrative and technical management of the SFL US.

    In addition, data collected by the Organizer is used to share the performance of players on the Internet, on social media and with certain media outlets, for publication anywhere in the world.

    The data collected by the Organizer can also be used by the Organizer for statistical purposes and for the establishment of player rankings based on their performance over the course of multiple tournament.

    Finally, the data collected is used by the Organizer to create and maintain a file regarding any disciplinary sanctions inflicted on players.

    This processing is necessary for the legitimate interests of the Organizer in order to ensure the smooth running of the SFL US and to take any measures necessary to address behavior that contravenes the Official Rules.

    17.3. Conservation of data collected.

    The data collected is stored by the Organizer for a period of one (1) year starting from the end of the SFL US for which the player was registered or from his or her last participation in a tournament organized by the Organizer. The data can be stored for a longer period corresponding to the period during which a disciplinary sanction may be applied. The data corresponding to the conservation of disciplinary sanctions is stored for a year after the end or removal of a given sanction.

    In addition, the Organizer reserves the right to store players’ nicknames used during the SFL US for a period of seventy (70) years in order to preserve the integrity of these results for historical and archival purposes.

    Any players who wish to oppose the conservation of their username can request the deletion of their username by the Organizer at any time.

    17.4. Recipients of data.

    Data will be shared with authorized services used by the Organizer. The player is also informed that any data collected during the SFL US may be shared with Capcom or technical subcontractors who will process it for the aforementioned reasons, in particular with regards to the material organization of the SFL US and its media exposure, or to fulfil legal or other requirements.

    In the event that data is transferred to Capcom or a subcontractor, the Organizer will take the necessary precautions such that the subcontractor promises to process the data according to the Organizer’s instructions and that appropriate security measures will be taken.

    17.5. Rights of the persons whose data is processed.

    The player is informed that he or she has the right to access, modify, erase or transfer personal data concerning him or her, as well as the right to refuse or limit the processing of said data within the conditions and limits laid out by the rules. The player has the right to decide what happens to his or her personal data after his or her death.

    The player can exercise his or her rights by using the following contact information: [email protected].

    The player also has the right to make a complaint to the national authority on personal data protection for the territory in which he or she resides.

    Article 18. Applicable Law

    The Official Rules will be deemed governed by and interpreted in accordance with the laws of the State of California in the United States. The Parties agree that any dispute arising under this Agreement will be resolved in the courts of San Francisco County, California (If under state law) or the Northern District of California (If under federal law) and the Parties consent to exclusive jurisdiction therein.