Uncle Anime
Smash Rookie
The Flirty South Presents:
June 13, 2015
With host: Hack
Alright, kiddos. Pensacola monthlies are back for the month of June at the Game Space. This **** is about to get super real. Everyone's homie, Mario, had to step down from running these events and for some reason elected me to take over. And my parents said I would never amount to anything. I'm showing them now. Are you proud of me dad? We'll be playing Melee, Project M, Smash 4 and for the first time Smash Bros 64. Rulesets to follow.
Venue:
Fee: $5
Location:
Days Inn Conference Center
8700 Navarre Pkwy, Navarre, FL 32566
June 13, 2015
With host: Hack
Alright, kiddos. Pensacola monthlies are back for the month of June at the Game Space. This **** is about to get super real. Everyone's homie, Mario, had to step down from running these events and for some reason elected me to take over. And my parents said I would never amount to anything. I'm showing them now. Are you proud of me dad? We'll be playing Melee, Project M, Smash 4 and for the first time Smash Bros 64. Rulesets to follow.
Venue:
Fee: $5
Location:
Days Inn Conference Center
8700 Navarre Pkwy, Navarre, FL 32566
Door Prizes:
Grand Prize: NEW Japanese White GCC
2nd Prize: Triwing Screwdriver
3rd Prize: Gamecube Memory Card
Events:
Time | Events
9:30 am - Doors open, sign-ins, friendlies/warmup
11:30 am - Signups for Smash 4 singles
12:00 pm - Smash 4 singles begin and signups for Smash 64
12:30 am - Smash 64 begins
1:30 pm – Project M Singles signups
2:00 pm – Project M singles begin
4:30 pm – Melee doubles signups
5:00 pm – Melee doubles begin
6:30 pm – Melee singles signups
7:00 pm – Melee singles begin
11:30 am - Signups for Smash 4 singles
12:00 pm - Smash 4 singles begin and signups for Smash 64
12:30 am - Smash 64 begins
1:30 pm – Project M Singles signups
2:00 pm – Project M singles begin
4:30 pm – Melee doubles signups
5:00 pm – Melee doubles begin
6:30 pm – Melee singles signups
7:00 pm – Melee singles begin
This schedule is subject to change at anytime. Come early and guarantee your entry. Also cheer on and support the other folks playing by getting there early. We're all supposed to be friends or something, right?
We will be DQing entrants who I cannot find after a reasonable amount of time. Give a TO a heads up when you have to step away from the venue for any period of time.
Doubles: $10 (per team)
Singles:
Project M / Melee / Smash 4: $5
Smash 64: $3
Windjammers: $1
Crew battles, money matches and other sundry (PM Doubles) will be fit in where it works. If these are things you are interested in, contact me beforehand or on the day of the event and we'll work it out.
If you have any questions about the rules, please ask up front rather than waiting till after a match to ask. It could be too late!
-Windjammers sets are best of 1. Windjammers Winners', Losers' and Grand finals are best of 3. Loser chooses stage and counterpicks character.
These rules apply to all smash events, for rules pertaining to specific events see below.
- Items are set to "off" and "none" - If the timer runs out, the victor is determined first by stock and then by percentage. If there is a tie, see the tiebreaker section to follow. - Controller ports will be decided by players. If there is a conflict, we prefer using the G&W Hammer method to determine who gets to choose. - You may switch controller ports on your counterpick only. - BYOC (Bring your own controller). I recommend having a spare, just in case. - Any controller malfunction mid match is on you. If you need to reset, your opponent will have to agree to a reset as doing so will require you to pause the match. (if pause is on). - Stalling is banned. You know what this is, ask if you're unsure. - If you freeze the game on an action initiated by your character, you lose the game. You are expected to know the boundaries of your character. (This rarely, if ever, happens.) - Pause is recommended to be turned on for quick resets, but players can request it be turned off for the duration of their match. - If a player pauses the match mid game (accidentally or intentionally), it is a stock loss to the player who pressed it (unless for valid interruption at T.O's discretion). - A match ending in simultaneous death does not go to the initiator. If the result is sudden death from this, use the normal tiebreaking rules (to follow) to determine the winner. Otherwise use who the game declared the winner. - Coaching mid-match is banned. Don't do it. - You cannot re-select a stage you have won on as a counterpick. - Any and all infinites (basically, where someone can control the opponent without them being able to do anything about it) must end at 300%, otherwise it becomes stalling. All infinites are entirely legal otherwise. - Regular sets are 2 of 3. Winners', Losers' and Grand finals are 3 out of 5. - In the event of a game running to time, the winner is determined first by stocks, then % if the stocks are tied.
- Items are set to "off" and "none" - If the timer runs out, the victor is determined first by stock and then by percentage. If there is a tie, see the tiebreaker section to follow. - Controller ports will be decided by players. If there is a conflict, we prefer using the G&W Hammer method to determine who gets to choose. - You may switch controller ports on your counterpick only. - BYOC (Bring your own controller). I recommend having a spare, just in case. - Any controller malfunction mid match is on you. If you need to reset, your opponent will have to agree to a reset as doing so will require you to pause the match. (if pause is on). - Stalling is banned. You know what this is, ask if you're unsure. - If you freeze the game on an action initiated by your character, you lose the game. You are expected to know the boundaries of your character. (This rarely, if ever, happens.) - Pause is recommended to be turned on for quick resets, but players can request it be turned off for the duration of their match. - If a player pauses the match mid game (accidentally or intentionally), it is a stock loss to the player who pressed it (unless for valid interruption at T.O's discretion). - A match ending in simultaneous death does not go to the initiator. If the result is sudden death from this, use the normal tiebreaking rules (to follow) to determine the winner. Otherwise use who the game declared the winner. - Coaching mid-match is banned. Don't do it. - You cannot re-select a stage you have won on as a counterpick. - Any and all infinites (basically, where someone can control the opponent without them being able to do anything about it) must end at 300%, otherwise it becomes stalling. All infinites are entirely legal otherwise. - Regular sets are 2 of 3. Winners', Losers' and Grand finals are 3 out of 5. - In the event of a game running to time, the winner is determined first by stocks, then % if the stocks are tied.
1. Character selection 2. Stage strike 3. Play Game 1 4. Winning player announces banned stage(s) for the set. 5. Loser of previous match announces next match's stage 6. Winner of previous match chooses characters 7. Loser of previous match chooses characters 8. Play next game 9. Rinse and repeat 4-8 if set goes to a third game or fifth game.
Note: Tiebreaking is only initiated if the game started a sudden death round upon completion. Otherwise, the game declared winner is the winner of the match. 1. Winner is determined by highest stock count then lowest percent. 2. 1 stock, 3 minute match is played as a tiebreaker match. The winner of this match wins the game. If there is a tie in this match, proceed to step 4. The LGL is modified for this match to 20. 3. A second 1 stock, no time limit match is played. If a simultaneous death is initiated (such as swallocide) in this match, the initiator loses the match. There is no tie for this match, it is play until you win.
- No intrusive Cosmetic hacks permitted (no altering characters to look like master chief, no reversing the ice climbers colors, etc.) - Intentionally disrupting someone mid-match intentionally or accidentally is not acceptable. Please do your best to make sure you are not disrupting a match. This can result in a penalty at T.O.'s discretion. - Don't lose anything you're bringing to the event please, we are not liable for lost/stolen etc. - TTL Rule: You must register for the event in person, on-time. Once the registration deadline is closed, no further entries will be permitted. Do not try to call me in advance to hold the bracket. - Collusion of any kind (asking, intentionally throwing matches yourself, "agreeing to split", etc.) is subject to instant disqualification from all events and forfeiture of all prizes.
- 5 stocks
- DK's Cargo Hold is banned
Stage Rules:
- Starters: Hyrule Castle Dream Land Congo Jungle- Note that Black DK (Right-C), Dark Samus (Down-C) and Dark Falcon (Right- C) are discouraged if Congo Jungle is the stage chosen for visibility reasons. The opposing player may reset the match without penalty if they wish for a colour change. Taking or dealing any damage nullifies this right. - Counterpicks: Peach's Castle
- DK's Cargo Hold is banned
Stage Rules:
- Starters: Hyrule Castle Dream Land Congo Jungle- Note that Black DK (Right-C), Dark Samus (Down-C) and Dark Falcon (Right- C) are discouraged if Congo Jungle is the stage chosen for visibility reasons. The opposing player may reset the match without penalty if they wish for a colour change. Taking or dealing any damage nullifies this right. - Counterpicks: Peach's Castle
64 will be run, for logistical purposes, on the Wii virtual console. This is to guarantee a number of setups to run the event smoothly and timely, as well as to avoid the lack of 64 controllers impeding entry. If you're a 64 player who would like to build a scene here in town, as I am, please participate despite your misgivings about the platform. I would love to have a vibrant scene and be able to run 64 on true n64 consoles. Show me the numbers and equipment are here.
- 4 stock, 8 minutes
Singles Stage Rules:
- Starters: Yoshi’s Story Fountain of Dreams Battlefield Final Destination Dream Land - Counterpicks: Pokemon Stadium
Doubles Stage Rules:
- Starters: Yoshi’s Story Pokemon Stadium Battlefield Final Destination Dream Land - Counterpicks: DK 64
Singles Stage Rules:
- Starters: Yoshi’s Story Fountain of Dreams Battlefield Final Destination Dream Land - Counterpicks: Pokemon Stadium
Doubles Stage Rules:
- Starters: Yoshi’s Story Pokemon Stadium Battlefield Final Destination Dream Land - Counterpicks: DK 64
- 4 stock, 8 minute
Stage Rules:
- Starters:
Smashville
Battlefield
Pokemon Stadium 2
Dream Land 64
Green Hill Zone
- Counterpicks (2 bans):
Final Destination
Yoshi's Island
Warioware
Yoshi's Story
Lylat Cruise
Fountain of Dreams
Distant Planet
Stage Rules:
- Starters:
Smashville
Battlefield
Pokemon Stadium 2
Dream Land 64
Green Hill Zone
- Counterpicks (2 bans):
Final Destination
Yoshi's Island
Warioware
Yoshi's Story
Lylat Cruise
Fountain of Dreams
Distant Planet
- 2 Stocks, 6 Minutes
- Custom moves/Mii Fighters are banned
Stage Rules:
- Starters: Smashville Battlefield Palutena's Temple (Omega) Town and City Lylat Cruise - Counterpicks (1 stage ban): Kongo Jungle 64 Delfino Plaza Duck Hunt Castle Siege * Note, if you CP the Omega stage, you may pick any omega stage except for Final Destination.
- Custom moves/Mii Fighters are banned
Stage Rules:
- Starters: Smashville Battlefield Palutena's Temple (Omega) Town and City Lylat Cruise - Counterpicks (1 stage ban): Kongo Jungle 64 Delfino Plaza Duck Hunt Castle Siege * Note, if you CP the Omega stage, you may pick any omega stage except for Final Destination.
-Windjammers sets are best of 1. Windjammers Winners', Losers' and Grand finals are best of 3. Loser chooses stage and counterpicks character.
*All rules are subject to being made up on the spot
I hope to see everyone there. Wear your cool shoes, tell your cool friends, just don't tell your parents.
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