Perfect Chaos
Smash Master
(Click Image For Tournament Website.)
Utah Fight Circuit, Utah's premier collaborative fighting game community, is proud to present Salt Fest, a 2-day video game convention and tournament featuring many competitive video games including Super Smash Bros. Melee and Super Smash Bros. Brawl! Utah Fight Circuit currently runs the best tournaments in Utah and will be bringing a huge line up of a crazy variety of games; from fighting games to full scale LAN party's to mini tournaments to Pokemon and even FPS. And this is not just a tournament event; there will be various panels, contests, live music, artist alley, expo booths, cosplay, etc. to keep you from getting bored while you wait for your next game!
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SMASH BROS at SALT FEST
Both Melee and Brawl are each going to have a guaranteed $150 pot bonus in addition to all of the entry fees collected.
SCHEDULE
The tournament events for Super Smash Bros. is scheduled to be held on Saturday, May 11, using double-elimination brackets. Here is the tentative schedule (we will try to follow this as strictly as possible, but certain events may start later in the case the tournament is running behind):
10:00 AM: Salt Fest Opens
11:30 AM: Registration closes for Melee and Brawl Singles, and brackets will generated and finalized.
Late registrations may be accepted (under the TO's discretion), but you will be replacing a bye in this case (granted any are left). This means that your seeding will be bad, and you may start out in the loser's bracket already if necessary.
12:00 PM: Melee Singles (cuts at top-8)01:00 PM: Brawl Singles (cuts at top-8)
04:00 PM: Registration closes for Melee and Brawl Doubles
04:30 PM: Melee Doubles
05:00 PM: Brawl Doubles
~7:30 PM: (Immediate after Brawl Doubles ends) Top-8 Brawl Singles
~9:30 PM: (Immediate after Brawl Top-8 ends) Top-8 Melee Singles
TOURNAMENT RULESET
[collapse="Rules for Super Smash Bros. Melee"]STAGES
Singles' Starter Stages
- Special Stage: Battlefield
- Special Stage: Final Destination
- Past Stages: Dream Land
- Yoshi's Island: Yoshi’s Story
- Dream Land: Fountain of Dreams
- Kanto: Pokemon Stadium
- Special Stage: Battlefield
- Special Stage: Final Destination
- Past Stages: Dream Land
- Yoshi's Island: Yoshi’s Story
- Kanto: Pokemon Stadium
- Past Stages: Kongo Jungle
- 4 Stocks
- 8-Minute Time Limit
- All sets are best-of-3 matches (with the exception of Winners' Finals, Losers' Finals, and Grand Finals, which are best-of-5 matches)
- Items are set to "Off"
- Double Blind*: If elected
- Contest Port Priority*: If elected
- Neutral Start*: If elected
- Dave's Stupid Rule Modified will be used (you cannot pick the last stage that you won on)
- Gentleman’s Clause (any stage may be played on as long as all players in the match agree; takes priority over DSR)
- Ice Climbers' freeze glitch is banned.
- All infinites and chain grabs are legal.
- The act of stalling is banned. Stalling is intentionally making the game unplayable, such as becoming invisible; continuing infinites, chain grabs, or uninterrupted moves past 300%; and reaching a position that your opponent can never reach you.
- Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects.
- Matches that time out will be determined by the remaining number of lives (higher stock-count wins), then percentage (lower percent-damage wins) if stocks are equal. In the event of a complete tie in both stock and percentage, the match should be replayed in full on the same stage with the same characters. Sudden Death is not to be played, and will not count.
- Pausing the game shall only be legal while either player remains upon their OWN respawn platform, and only for the purpose of summoning a tournament official or in the case of a controller malfunction. All other pauses will incur a stock loss to the player who pauses the game.
- Any coachingthat happens during the match (but not in between matches) is restricted. Players who violate this rule will receive a warning (BOTH the player AND the person coaching the player) on the first attempt. Players who violate this rule after a warning will be given a match loss and/or disqualified from the event.
- Also, do not distract players while they are in a match. If any spectators are being disruptive in any way, players may ask for them to leave the vicinity of the gaming set-up. If it continues after that, the same rule and penalty for coaching may be applied. Tournament organizers may also step in to enforce this, even if the players don't say anything, if they deem it necessary.
- Players are to attend their matches at the designated times they are called. If you are late to a match, the following rules will be applied based on the amount of time:
- If you are 5 minutes late: Results in a match loss
- If you are 10 minutes late: Results in a set loss
- These times will be strictly enforced to make sure that each player will enjoy the full event on a timely manner.
- Team Attack set to "On"
- Life Stealing is allowed
- If the game is paused accidentally while attempting to steal a life, the opposing team may deem that life forfeit. Wait until the announcer has finished saying defeated before pressing start, or turn pause off prior to beginning the match.
- Matches that time out will be determined by the combined remaining number of lives for each team (higher stock-count wins), then combined percentage for each team (lower percent-damage wins) if combined stocks are equal. In the event of a complete tie in both stock and percentage, the match should be replayed in full on the same stage with the same characters. Sudden Death is not to be played, and will not count.
- Players select their characters. Either player may elect to Double Blind*
- Use Stage Striking* to determine the first stage
- The players play the first match of the set
- Prior to starting this match, either player may elect to Contest Port Priority or Neutral Start. Note: Only one of these two may be used, as both have a built in Port Selection mechanism using Rock-Paper-Scissors. If there is a situation where a player would like to change which option they elected after playing the game of RPS, it is the opponent’s choice to allow it. The results from the previously played game of RPS will carry over.
- The winning side of the preceding match bans 1 stage (for best-of-5 sets, there are no stage bans)
- The losing side of the preceding match declares the stage they want to play on for the next match from either the Starter Stages list or the Counterpick Stages list.
- The winning side of the preceding match may choose to change characters.
- The losing side of the preceding match may choose to change characters.
- The losing side of the preceding match gets first pick of port. Either player may elect for a Neutral Start*, but RPS will not be played to determine first pick.
- The next match is played.
- Repeat Steps 4 through 9 for all subsequent matches until the set is complete.
- Double Blind: Either player may request that a double blind selection occur. In this situation, a 3rd party should be told, in secret, each of player’s choices for the first round. Both players are to then select their first round character, with the 3rd party validating that the character selected is the same as their word.
- Contest Port Priority: If an agreement cannot be made as to who gets what port, the players may enact a best-of-1 game of Rock-Paper-Scissors or a single coin flip (do not waste time with the Game & Watch Judgment method). Winner gets their port selection, loser selects any other port.
- Neutral Start: Either player may enact this rule. Once enacted, both players may only use one of the two “Neutral Starting Positions”. A best-of-1 game of Rock-Paper-Scissors may be used to determine who gets the higher port. If one player elects to Contest Port Priority and the other elects to Neutral Start, Neutral Start takes priority.
- Singles
Code:Stage Port 1 Port 2 Port 3 Port 4 BF * * FD * * DL * * YS * * FoD * * PS * *
- Doubles
Code:Stage Port 1 Port 2 Port 3 Port 4 BF Team A Team B Team A Team B FD Team A Team B Team A Team B DL Team A Team B Team A Team B YS Team A Team B Team A Team B PS Team A Team B Team A Team B
- Singles
- Stage Striking: Players eliminate stages from the Starter Stage list until there is one stage remaining.
Players strike stages in this order: Player/Team 1 -> Player/Team 2 -> Player/Team 2 -> Player/Team 1
[collapse="Rules for Super Smash Bros. Brawl"]STAGES
Starter Stages
- Battlefield
- Final Destination
- Smashville
- Battleship Halberd
- Castle Siege
- Frigate Orpheon
- Lylat Cruise
- Yoshi's Island (Brawl)
- 3 Stocks
- 8-Minute Time Limit
- All sets are best-of-3 matches (with the exception of Winners' Finals, Losers' Finals, and Grand Finals, which are best-of-5 matches)
- Items are set to "Off" and "None"
- Dave's Stupid Rule Modified will be used (you cannot pick the last stage that you won on)
- Gentleman’s Clause (any stage may be played on as long as all players in the match agree; takes priority over DSR)
- Meta Knight’s infinite dimensional cape tactic is banned.
- All infinites and chain grabs are legal.
- The act of stalling is banned. Stalling is intentionally making the game unplayable, such as becoming invisible; continuing infinites, chain grabs, or uninterrupted moves past 300%; and reaching a position that your opponent can never reach you.
- Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects.
- There is a 36 Ledge Grab Limit for all characters. If a game goes to time and one player goes over the Ledge Grab Limit for their character, they will automatically lose the game. If both players exceed their Ledge Grab Limit, then this rule is ignored.
- If the Ledge Grab Limit does not declare one player the winner, the winner will be declared by what the game says in all situations, except for when players are presented with sudden death:
- Matches that time out will be determined by the remaining number of lives (higher stock-count wins), then percentage (lower percent-damage wins) if stocks are equal. In the event of a complete tie in both stock and percentage, the match should be replayed on the same stage with the same characters, but with 1 stock each and three minutes on the timer (and with a Ledge Grab Limit of 15). Sudden Death is not to be played, and will not count.
- If the match ends with both players dying at the same time coincidentally, the match should be replayed under the same settings as a time out tiebreaker match.
- If a match is ended via suicide move, the initiator of the move wins.
- Pausing the game shall only be legal while either player remains upon their OWN respawn platform, and only for the purpose of summoning a tournament official or in the case of a controller malfunction. All other pauses will incur a stock loss to the player who pauses the game.
- Any coachingthat happens during the match (but not in between matches) is restricted. Players who violate this rule will receive a warning (BOTH the player AND the person coaching the player) on the first attempt. Players who violate this rule after a warning will be given a match loss and/or disqualified from the event.
- Also, do not distract players while they are in a match. If any spectators are being disruptive in any way, players may ask for them to leave the vicinity of the gaming set-up. If it continues after that, the same rule and penalty for coaching may be applied. Tournament organizers may also step in to enforce this, even if the players don't say anything, if they deem it necessary.
- Players are to attend their matches at the designated times they are called. If you are late to a match, the following rules will be applied based on the amount of time:
- If you are 5 minutes late: Results in a match loss
- If you are 10 minutes late: Results in a set loss
- These times will be strictly enforced to make sure that each player will enjoy the full event on a timely manner.
- No scrooging(player may travel under the stage only once from the ledge)
- “Traveling under the stage once from the ledge” is defined as dropping off the ledge on one side of the stage and reaching the height of the original ledge on the other side of the stage.
- When one of the players is attacked by the other and takes damage, this situation does not apply.
- The moving platform on Smashville is considered to be equivalent to a ledge, i.e. if a player starts from the moving platform on one side of the stage and travels beneath the stage to the ledge/platform on the opposite side of the stage, the player may not travel beneath the stage back to the ledge/moving platform on the opposite side before until he lands back on the platform.
- If a player is found to be performing the act of scrooging by a tournament organizer (by his/her discretion), the player will forfeit that match.
- Players who use the Wii Remote must take the batteries out of the Wii Remote when not playing. If the Wii Remote is still synced up to a Wii with the batteries in, you could unintentionally disrupt a match. If problems persist, a DQ may happen.
- You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility (including battery issues with a Wii Remote), so bring an extra controller if possible and always check to make sure you’re using the correct settings BEFORE a match is played. Both parties need to agree if a match is to be paused or restarted because of these problems.
- The tournament organizer has the right to save and review any tournament match if possible and has the right to upload said match.
- Any hacks, including (but not limited to) textures, music, and model changes, are not allowed.
- Team Attack set to "On"
- Double Meta Knight is banned
- Life Stealing is allowed
- In the event of a game reaching the time limit, if a single player on a team exceeds their Ledge Grab Limit, that team loses. If one or more players on both teams exceed their Ledge Grab Limit, then the Ledge Grab Limit rule is ignored.
- Matches that time out will be determined by the combined remaining number of lives for each team (higher stock-count wins), then combined percentage for each team (lower percent-damage wins) if combined stocks are equal. In the event of a complete tie in both stock and percentage, the match should be replayed on the same stage with the same characters, but with 1 stock each and three minutes on the timer (and with a Ledge Grab Limit of 15). Sudden Death is not to be played, and will not count.
- If a player is color-blinded or is using the character Pokemon Trainer, Lucario, or Sonic, either team may request that team colors be changed to make it easier to tell the difference between team players.
- Player Priority* is determined if it cannot be agreed on
- Each player/team selects one controller port to use for each player
- Each player/team selects one character for each player. A Double Blind* pick may be called by any player
- Use Stage Striking* to determine the first stage
- The first match is played
- The team that lost the previous match may opt to re-pick controller ports (with themselves picking first).
- The winning side of the preceding match bans 1 stage (for best-of-5 sets, there are no stage bans)
- The losing side of the preceding match declares the stage they want to play on for the next match from either the Starter Stages list or the Counterpick Stages list.
- The winning side of the preceding match may choose to change characters.
- The losing side of the preceding match may choose to change characters.
- The next match is played.
- Repeat Steps 6 through 11 for all subsequent matches until the set is complete.
- Player Priority: If there is a dispute in controller port selection or initiating Stage Strike use the following method
- Teams will enact a best-of-1 game of Rock-Paper-Scissors or a single coin flip (do not waste time with the Game & Watch Judgment method), where the winner selects either first choice in port selection or second choice in stage striking. Whichever team does not receive first choice in port selection will be compensated with the second choice in stage striking (and hence the ability to choose the stage to be played among the 2 remaining stages after the first strike).
- In Doubles, port selection is ordered 1-2-2-1 fashion (with Team-1 having first choice in controller slot select, Team-2 having both second and third choice, and the final slot going to Team-1).
- Double Blind: Either player may request that a double blind selection occur. In this situation, a 3rd party should be told, in secret, each of player’s choices for the first round. Both players are to then select their first round character, with the 3rd party validating that the character selected is the same as their word.
- Stage Striking: Players eliminate stages from the Starter Stage list until there is one stage remaining.
PARKING
There are plenty of parking spots (marked V, A, and U on the map below) available East and North of the venue building (marked by the red box), all of which are free on Saturday. Visitor Parking (V on the map below) will cost money on Friday, and A and U parking spots are off limits on Friday, but if you're only here for Smash, that shouldn't be a problem since Smash is only on Saturday.
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HOUSING
TheBuzzSaw is willing to offer to house for free an unspecified large number of out of state players if needed.