See below for Pot Bonus details
Preregistration is once again not necessary, but there is a discount for those that do, and the earlier the better! Preregister by Feb. 17th, Venue is $8, after that it is $10 until Mar. 10th, after that your only option is at the door and for $15! So save some money and preregister EARLY!
Featuring:
Majors - $10
Super Smash Bros. Brawl
Super Smash Bros. Melee
Super Street Fighter 4: Arcade Edition 2012 (360)
Ultimate Marvel vs Capcom 3 (360)
Street Fighter x Tekken 2013 (360)
Tekken Tag Tournament 2 (PS3)
King of Fighters XIII (PS3)
Mortal Kombat (PS3)
Persona 4 (PS3)
Minors - $5
Melty Blood (PC)
Arcana Hearts (PS3)
Virtua Fighter 5 (PS3)
Soul Caliber V (PS3)
3rd Strike (360)
Preregistration and More Info Here!
Location:
James H. Barnhardt Student Activity Center, UNCC
9260 Barnhardt Lane
Charlotte, NC 28262
Times, Fees, and Payouts
Registration begins at NOON and ends at 2:00 PM. Brackets for all events will then be made as quickly as possible.
If you are bringing a system/setup to have your venue fee waived you will be refunded when you get your wristband.
*All systems/setups are first come first serve and not guaranteed to be used.
Brawl Singles: $10
Brawl Doubles: $10 per team
Melee Singles: $10
Melee Doubles: $10 per team
Majors: $10
Minors: $5
Smash payouts will be 60/30/10 (subject to change due to attendance)
Pot Bonus
The pot bonus will be $100 each for Brawl and Melee IF there are at least 30 entrants respectively. The amount for each game will increase by $50 if it gets 40 entrants, and so on, until a maximum bonus of $250 at 60 entrants.
Rules:
[collapse="Brawl Rules"]General Rules
- 3 Stocks
- 8 Minute Time Limit
- Items set to “Off” and “None”
- Pause set to “Off”
- Meta Knight’s infinite dimensional cape tactic is banned.
- All infinites and chain grabs are legal.
- There is a 35 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.
- 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.
- 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:
~~~In the event of a match going to time, the winner will be determined by who has less percent (stock difference still takes priority but will be shown in the results screen).
~~~If the match ends with both players dying at the same time coincidentally, or if time ran out with both players at equal percent, a one stock three minute rematch will be played on the same stage. For a tie-breaker match, a Ledge Grab Limit of 15 is used for all characters.
~~~If a match is ended via suicide move, the initiator of the move wins.
- Any coaching that 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 disqualified from the event and a possible ejection from the venue.
- Players are to attend their matches at the designated times they are called. If you are late to a match, the tournament organizer has the right to disqualify you from a single match or the entire set at his discretion.
Modified Doubles Rules
- 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.
-In the event of a game going to time and the Ledge Grab Limit can not determine a winner and both teams have an equal amount of combined stocks, then whichever team has a lower combined percent is declared the winner.
- If a player 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.
Set Procedure
1. Player Priority is determined if it can not be agreed on. (See below for details)
2. Each Team selects one controller port to use for each Player.
3. Each Team selects one character for each Player. A double blind pick may be called by any player.
4. The first game is played on a Stage selected from the Starter Stage List either by mutual consent or through the Stage Striking Method. The order of stage striking will be 1-2-1 (Team 1 strikes one stage, followed by Team 2 striking two stages, with Team 1 then striking one of the two remaining stages).
5. The first match is played.
6. The team that lost the previous match may opt to re-pick controller ports (with themselves picking first).
7. The Team that won the previous match may announce one “Stage Ban” if they have not already done so in this set.
8. The Team that lost the previous match announces the stage for the next match from either the Starter or the Counter-pick Stage List. Any Stage named as a “Stage Ban” by the either Team may not be selected. No Stage may be used by a Team that has already won on that Stage in this set.
9. The Team that won the previous match chooses one character for each Player.
10. The Team that lost the previous match chooses one character for each Player.
11. The next match is played.
Repeat steps 6-11 for all proceeding matches.
Determining Player Priority
- If there is a dispute in controller port selection or initiating Stage Strike use the following method:
- Teams will use a random method such as Rock-Paper-Scissors, Coin Flip, or Game and Watch Judgment, where the winner selects either first choice in port selection or first choice in stage striking. Whichever team does not receive first choice in port selection will be compensated with first choice in stage striking.
Note: 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).
Stage List
Starters
- Battlefield
- Final Destination
- Lylat Cruise
- Smashville
- Yoshi’s Island (Brawl)
Counterpicks
- Battleship Halberd
- Pokemon Stadium 1
- Castle Siege
- Delfino Plaza
- Frigate Orpheon
Conduct Rules
- DSR: A player/team may not counter-pick to the stage they have won on in the current set.
- Gentleman’s Clause: Any stage may be played on if both players agree to it. This rule takes priority over DSR
- The Scrooging Rule: 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.
***Corollaries to The Scrooging Rule:
____When one of the players is attacked by the other and takes damage, The Scrooging Rule 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.
- In the event pause is left on accidentally and is pressed, immediately call over the TO. Based upon their judgment, the situation will be resolved. If your situation is neutral [players are not in combat], the match will be resumed as if the pause had not occurred. If your situation is advantageous to one individual and the player in the disadvantageous situation paused, the disadvantaged player will be either placed in a grab or onto the ledge of the stage. If a player in a death situation [Chain grabs, Grab releases, Jab-locks to a kill move, etc] paused while in a death situation, the current stock is forfeited immediately. If you unpause before the TO reaches the station, the player that unpaused losses a stock.
- 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/record any tournament match if possible and has the right to upload said match.[/collapse]
Melee Rules
Facebook Event: http://www.facebook.com/events/204942179643102/
Preregistration is once again not necessary, but there is a discount for those that do, and the earlier the better! Preregister by Feb. 17th, Venue is $8, after that it is $10 until Mar. 10th, after that your only option is at the door and for $15! So save some money and preregister EARLY!
Featuring:
Majors - $10
Super Smash Bros. Brawl
Super Smash Bros. Melee
Super Street Fighter 4: Arcade Edition 2012 (360)
Ultimate Marvel vs Capcom 3 (360)
Street Fighter x Tekken 2013 (360)
Tekken Tag Tournament 2 (PS3)
King of Fighters XIII (PS3)
Mortal Kombat (PS3)
Persona 4 (PS3)
Minors - $5
Melty Blood (PC)
Arcana Hearts (PS3)
Virtua Fighter 5 (PS3)
Soul Caliber V (PS3)
3rd Strike (360)
Preregistration and More Info Here!
Location:
James H. Barnhardt Student Activity Center, UNCC
9260 Barnhardt Lane
Charlotte, NC 28262
Times, Fees, and Payouts
Registration begins at NOON and ends at 2:00 PM. Brackets for all events will then be made as quickly as possible.
If you are bringing a system/setup to have your venue fee waived you will be refunded when you get your wristband.
*All systems/setups are first come first serve and not guaranteed to be used.
Brawl Singles: $10
Brawl Doubles: $10 per team
Melee Singles: $10
Melee Doubles: $10 per team
Majors: $10
Minors: $5
Smash payouts will be 60/30/10 (subject to change due to attendance)
Pot Bonus
The pot bonus will be $100 each for Brawl and Melee IF there are at least 30 entrants respectively. The amount for each game will increase by $50 if it gets 40 entrants, and so on, until a maximum bonus of $250 at 60 entrants.
Rules:
[collapse="Brawl Rules"]General Rules
- 3 Stocks
- 8 Minute Time Limit
- Items set to “Off” and “None”
- Pause set to “Off”
- Meta Knight’s infinite dimensional cape tactic is banned.
- All infinites and chain grabs are legal.
- There is a 35 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.
- 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.
- 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:
~~~In the event of a match going to time, the winner will be determined by who has less percent (stock difference still takes priority but will be shown in the results screen).
~~~If the match ends with both players dying at the same time coincidentally, or if time ran out with both players at equal percent, a one stock three minute rematch will be played on the same stage. For a tie-breaker match, a Ledge Grab Limit of 15 is used for all characters.
~~~If a match is ended via suicide move, the initiator of the move wins.
- Any coaching that 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 disqualified from the event and a possible ejection from the venue.
- Players are to attend their matches at the designated times they are called. If you are late to a match, the tournament organizer has the right to disqualify you from a single match or the entire set at his discretion.
Modified Doubles Rules
- 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.
-In the event of a game going to time and the Ledge Grab Limit can not determine a winner and both teams have an equal amount of combined stocks, then whichever team has a lower combined percent is declared the winner.
- If a player 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.
Set Procedure
1. Player Priority is determined if it can not be agreed on. (See below for details)
2. Each Team selects one controller port to use for each Player.
3. Each Team selects one character for each Player. A double blind pick may be called by any player.
4. The first game is played on a Stage selected from the Starter Stage List either by mutual consent or through the Stage Striking Method. The order of stage striking will be 1-2-1 (Team 1 strikes one stage, followed by Team 2 striking two stages, with Team 1 then striking one of the two remaining stages).
5. The first match is played.
6. The team that lost the previous match may opt to re-pick controller ports (with themselves picking first).
7. The Team that won the previous match may announce one “Stage Ban” if they have not already done so in this set.
8. The Team that lost the previous match announces the stage for the next match from either the Starter or the Counter-pick Stage List. Any Stage named as a “Stage Ban” by the either Team may not be selected. No Stage may be used by a Team that has already won on that Stage in this set.
9. The Team that won the previous match chooses one character for each Player.
10. The Team that lost the previous match chooses one character for each Player.
11. The next match is played.
Repeat steps 6-11 for all proceeding matches.
Determining Player Priority
- If there is a dispute in controller port selection or initiating Stage Strike use the following method:
- Teams will use a random method such as Rock-Paper-Scissors, Coin Flip, or Game and Watch Judgment, where the winner selects either first choice in port selection or first choice in stage striking. Whichever team does not receive first choice in port selection will be compensated with first choice in stage striking.
Note: 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).
Stage List
Starters
- Battlefield
- Final Destination
- Lylat Cruise
- Smashville
- Yoshi’s Island (Brawl)
Counterpicks
- Battleship Halberd
- Pokemon Stadium 1
- Castle Siege
- Delfino Plaza
- Frigate Orpheon
Conduct Rules
- DSR: A player/team may not counter-pick to the stage they have won on in the current set.
- Gentleman’s Clause: Any stage may be played on if both players agree to it. This rule takes priority over DSR
- The Scrooging Rule: 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.
***Corollaries to The Scrooging Rule:
____When one of the players is attacked by the other and takes damage, The Scrooging Rule 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.
- In the event pause is left on accidentally and is pressed, immediately call over the TO. Based upon their judgment, the situation will be resolved. If your situation is neutral [players are not in combat], the match will be resumed as if the pause had not occurred. If your situation is advantageous to one individual and the player in the disadvantageous situation paused, the disadvantaged player will be either placed in a grab or onto the ledge of the stage. If a player in a death situation [Chain grabs, Grab releases, Jab-locks to a kill move, etc] paused while in a death situation, the current stock is forfeited immediately. If you unpause before the TO reaches the station, the player that unpaused losses a stock.
- 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/record any tournament match if possible and has the right to upload said match.[/collapse]
Melee Rules
Facebook Event: http://www.facebook.com/events/204942179643102/