



Smash Till The End VI

presented by Livingstudios

Streamed on www.twitch.tv/livingstudios





Schedule

11:00...Venue Opens

11:30...Registration Opens

12:30...Project M Singles

2:00...Project M Doubles

3:00...Smash 4 Singles

5:30...Rivals of Aether (side event)

6:00...Melee Doubles

7:30...Melee Singles

Time permitting...Crew Battles, Money Matches, etc.



Setups

WE NEED SETUPS!!!

Anyone who brings a setup will be refunded some amount of their venue. Setups must remain for the entire duration of the tournament. We have several CRTs and lagless HD monitors, but we WILL be needing more.

***Any Rivals of Aether setup will receive $5 venue discount.***

These discounts will end when capacity is reached (TBD by the TO) The more setups we have, the more friendlies you can play! ​

Fees

$10 Venue Fee

$10 Project M Singles

$10 Project M Doubles (per team)

$10 Smash 4 Singles

$10 Smash 4 Doubles (per team)

$10 Melee Singles

$10 Melee Doubles (per team)

$5 side events ​

Food ​

Across from the the venue is a Burger King, which is the most convenient food location from here. Additionally, on the main road (Emmet Street) from which you turn into the venue plaza, there is a Cookout within driving distance. Barracks shopping center is also along this road, but further, and contains many food options including McDonalds, Panera Bread, Chipotle, and more! ​



Game Settings

Mode: Stock

Handicap: OFF

Team Attack / Friendly Fire: On

Damage Ratio: 100%

Items: OFF and/or NONE

Pause: OFF

All Characters Available

All sets are best-of-3 until the top 3 (Winners, Losers, and Grand Finals), where sets are best-of-5. Time allowing, this may be extended to top 6 or top 8

Set Procedure

Players select characters or Double Blind Character Select (see below) Use Stage Striking to determine the first stage Players play the first game of the set Winning player of the preceding match bans a stage/stages* Losing player of the preceding match counterpicks a stage Winning player of the preceding match may change characters Losing player of the preceding match may change characters Players play the next game of the set Repeat Steps 4 through 8 for all subsequent games * See game-specific rules for stage ban and stage selection details

Melee Ruleset

Melee Game Settings

Stocks: 4 stocks

Time Limit: 8:00 minutes

Melee Stagelist

Neutral (Singles)

Counterpick (Singles)

Neutral (Doubles)

Counterpick (Doubles)

Melee Details

Stage Striking: Players eliminate stages from the Starter/Neutral stagelist until there is one stage remaining. The player or team without port priority strikes first. Then the other player/team strikes two stages. Then the player/team with port priority strikes one more stage and the remaining stage is used for the first game of the set.

Stage Bans: After each game of the set, before counterpicking, the player who won the previous game may ban one stage from the stagelist. This rule is not in effect for best-of-5 sets.

Stage Clause: A player/team may not counterpick any stage they previously won on during the set.

Neutral Start: Will be enforced upon the request of either player

Project M Ruleset

Project M Game Settings

Stocks: 4 stocks

Time Limit: 8:00 minutes

Project M Stagelist



Neutral

Counterpick

Project M Details

Stage Striking: Players eliminate stages from the Starter/Neutral stagelist until there is one stage remaining. The player or team without port priority strikes first. Then the other player/team strikes two stages. Then the player/team with port priority strikes one more stage and the remaining stage is used for the first game of the set.

Stage Bans: After each game of the set, before counterpicking, the player who won the previous game may ban two stages from the stagelist.

Stage Clause: A player/team may not counterpick any stage they previously won on during the set.

Neutral Start: Will be enforced upon the request of either player

Wii U Ruleset

Wii U Game Settings

Singles: 2 stocks and 6:00 minutes

Doubles: 3 stocks and 8:00 minutes

Custom Fighters are banned

Custom Moves are banned

Custom Equips are banned

Mii Fighters are legal. Each setup will have 1-1-1-1 Mii Brawlers/Swordsmen/Gunners available for use (Using Default A Mii).

No other specials for Mii Fighters will be allowed. Players are not allowed to transfer any existing Miis to a setup.

Wii U Stagelist

Starter

Counterpick

Wii U Details

Stage Striking: Players eliminate stages from the Starter/Neutral stagelist until there is one stage remaining. The player or team without port priority strikes first. Then the other player/team strikes two stages. Then the player/team with port priority strikes one more stage and the remaining stage is used for the first game of the set.

Stage Clause: A player/team may not pick any stage they previously won on during the set.

Stage Bans: During the stage ban phase, the winning player may ban one stages from the stagelist. In a Best-of-5 set, there are no bans.

Self-Destruct Moves: If a match ends with the successful use of a character’s self-destruct move, the initiator of the self-destruct move will be deemed the winner, regardless of the appearance of the results screen.

Team Colors: Players’ character colors must match their team’s color when possible, to avoid confusion (ex: Luigi on the green team must use the green costume).

DLC Characters: All DLC characters are legal in addition to the entire cast of characters on the select screen.

Glitches: Any glitches that freeze the game are banned, and the player who initiated the glitch is subject to forfeiture of the match.

Additional Rules

Gentleman’s Clause: Players may agree to play on any stage that is not on the legal stagelist. Players may agree to change the number of matches to be played in a set ONLY with explicitly given permission from the TO

Players may agree to play on any stage that is not on the legal stagelist. Players may agree to change the number of matches to be played in a set ONLY with explicitly given permission from the TO Double Blind Character Select: Either player may request a double blind character select for the first game. In this situation, a third party is told, in secret, each player’s character choice. Both players then select their character, and the third party validates that the character selected is the same as what they said.

Either player may request a double blind character select for the first game. In this situation, a third party is told, in secret, each player’s character choice. Both players then select their character, and the third party validates that the character selected is the same as what they said. 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. A best-of-1 Game and Watch hammer may also be used (higher number wins). Winner gets their port selection, loser selects any other port.

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. A best-of-1 Game and Watch hammer may also be used (higher number wins). 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 ports. A best-of-1 game of Rock Paper Scissors may be used to determine who chooses port first. If both the Port Priority and Neutral Start rules are invoked, the player who is granted Port Priority selects one of the neutral start ports. Neutral starting ports are only applicable to Super Smash Bros. Melee. For Super Smash Bros. for Wii U, players may elect to move to opposite sides of the stage and then count down prior to starting the match.

Either player may enact this rule. Once enacted, both players may only use one of the two neutral starting ports. A best-of-1 game of Rock Paper Scissors may be used to determine who chooses port first. If both the Port Priority and Neutral Start rules are invoked, the player who is granted Port Priority selects one of the neutral start ports. Neutral starting ports are only applicable to Super Smash Bros. Melee. For Super Smash Bros. for Wii U, players may elect to move to opposite sides of the stage and then count down prior to starting the match. Pausing: In the event that pause is not turned off, pausing the game is only legal while a player remains upon their OWN respawn platform, and only for the purpose of summoning a tournament organizer, or in the event of a controller malfunction. All other pauses will incur a stock loss to the offending player. If a pause causes an opponent to lose a stock, the offending player may be required to forfeit two stocks.

In the event that pause is not turned off, pausing the game is only legal while a player remains upon their OWN respawn platform, and only for the purpose of summoning a tournament organizer, or in the event of a controller malfunction. All other pauses will incur a stock loss to the offending player. If a pause causes an opponent to lose a stock, the offending player may be required to forfeit two stocks. Stalling: The act of stalling, or intentionally making the game unplayable, is banned and at the discretion of the TO. Stalling tactics include but are not limited to becoming invisible, infinites past 300%, chain grabs past 300%, or uninterruptible moves past 300%; or abusing a position in which your opponent can never reach you. Any action that can prevent the game from continuing (i.e., pausing, freeze glitches, disappearing characters, game reset, etc.) will result in forfeiture of that match for the offending player. You are responsible for knowing your own character, and must be wary about accidentally triggering these effects.

The act of stalling, or intentionally making the game unplayable, is banned and at the discretion of the TO. Stalling tactics include but are not limited to becoming invisible, infinites past 300%, chain grabs past 300%, or uninterruptible moves past 300%; or abusing a position in which your opponent can never reach you. Any action that can prevent the game from continuing (i.e., pausing, freeze glitches, disappearing characters, game reset, etc.) will result in forfeiture of that match for the offending player. You are responsible for knowing your own character, and must be wary about accidentally triggering these effects. Timeouts / Ties: The winner of a match that goes to time (time out) will be determined by stocks and then percentage. When the timer hits 0:00, the player with the higher stock count is the winner. If both players are tied in stocks, the player with the lower percentage is the winner. In the event of a percentage tie, or a match in which both players lost their last stock simultaneously, a 1 stock tiebreaker will be played with a 3:00 time limit. The result of the game’s built-in Sudden Death does not count towards the set count.

The winner of a match that goes to time (time out) will be determined by stocks and then percentage. When the timer hits 0:00, the player with the higher stock count is the winner. If both players are tied in stocks, the player with the lower percentage is the winner. In the event of a percentage tie, or a match in which both players lost their last stock simultaneously, a 1 stock tiebreaker will be played with a 3:00 time limit. The result of the game’s built-in Sudden Death does not count towards the set count. Stock Sharing: Is allowed in doubles. Trading controllers is not allowed.

Is allowed in doubles. Trading controllers is not allowed. Colorblind Clause: Players may request that their opponent change colors to accommodate colorblindedness, or if their color is indistinguishable from either the other team color or the stage background. This request must be made before gameplay begins in a given match.

Players may request that their opponent change colors to accommodate colorblindedness, or if their color is indistinguishable from either the other team color or the stage background. This request must be made before gameplay begins in a given match. Warm-ups: Warm-up periods, button checks, and “handwarmers” should not exceed 30 seconds on the game clock. Repeated violations of this rule may result in an automatic forfeit at the discretion of the TO.

Warm-up periods, button checks, and “handwarmers” should not exceed 30 seconds on the game clock. Repeated violations of this rule may result in an automatic forfeit at the discretion of the TO. Misinterpretation (Good Faith Clause): Games or sets ARE NOT to be replayed due to a misinterpretation of the rules; it is the players’ responsibilities to ask the TO for any clarification of the rule set in the event of a disagreement, and the outcome of a game or set will not be changed after the fact unless under extreme circumstances. Any set or game played is played “in good faith.” No “retroactive johns.”

Games or sets ARE NOT to be replayed due to a misinterpretation of the rules; it is the players’ responsibilities to ask the TO for any clarification of the rule set in the event of a disagreement, and the outcome of a game or set will not be changed after the fact unless under extreme circumstances. Any set or game played is played “in good faith.” No “retroactive johns.” Coaching: Any coaching that happens during a set (anytime between the beginning of game one and end of the set) is banned. Players who violate this rule will be subject to disqualification from the event or eviction from the venue. Teammates in doubles are welcome to talk to each other as much as they want, but it must not excessively delay the tournament set.

Any coaching that happens during a set (anytime between the beginning of game one and end of the set) is banned. Players who violate this rule will be subject to disqualification from the event or eviction from the venue. Teammates in doubles are welcome to talk to each other as much as they want, but it must not excessively delay the tournament set. Collusion: Any collusion or results manipulation with your competitors is forbidden. If the TO determines that any competitor is colluding to manipulate results or intentionally underperform, the colluding players may be immediately disqualified. This determination is to be made at the sole discretion of the TO. Anyone disqualified in this manner forfeits all rights to any titles or prize money they might have otherwise earned.

Any collusion or results manipulation with your competitors is forbidden. If the TO determines that any competitor is colluding to manipulate results or intentionally underperform, the colluding players may be immediately disqualified. This determination is to be made at the sole discretion of the TO. Anyone disqualified in this manner forfeits all rights to any titles or prize money they might have otherwise earned. Wireless Controllers: Wireless controllers are allowed, but the batteries must be removed after every match. Holdups due to a controller still being connected to a setup will not be tolerated.

Wireless controllers are allowed, but the batteries must be removed after every match. Holdups due to a controller still being connected to a setup will not be tolerated. Malfunctions: Any malfunctions associated with your controller are your responsibility. Players are responsible for using the correct settings BEFORE the set begins. Both parties need to agree if a match is to be paused or restarted because of a controller problem.

Code of Conduct

All ejections or disqualifications due to violations of the Code of Conduct or individual game rules will be without refund.

Food and drink are allowed in the venue. Please keep them contained and do not place them where they may be spilled. The long tables away from the setups are unofficial eating areas. If requested by the TO, you must move your food there.

No alcohol or illegal substances inside the venue. Getting caught with these items or evidence of the presence of these items will result in disqualification from the event and eviction from the venue.

No fighting or weaponry inside the venue. Throwing controllers or acting in a way that could pose a danger to other players will result in disqualification from the event and eviction from the venue.

No refusal to play on certain setups barring extreme circumstances. All players agree to have their matches recorded if requested by the TO.

All disqualifications due to tardiness will be partial DQs, meaning the disqualified player will forfeit the match to be played. If it is a Winners side match, he/she will be sent to Losers and allowed to compete. If it is a Losers side match, he/she will be eliminated.

The TO reserves the right to deny entry into the tournament to any player suspected of committing anything considered a crime or acting in a manner that is detrimental to the integrity of the event.

The TO reserves the right to deny payout from event winnings to any player suspected of intentionally throwing a match, splitting a payout, or committing any other form of bracket manipulation.

The TO reserves the right to settle any unforeseen situations that may occur, and his judgment is final. In extreme situations, rules may be altered between phases of a tournament in the best interests of the event.

Payout

BattlefieldYoshi’s StoryDream LandFinal DestinationFountain of DreamsPokémon StadiumBattlefieldYoshi’s StoryDream LandFinal DestinationPokémon StadiumKongo Jungle 64BattlefieldSmashvillePokemon Stadium 2Green Hill ZoneDelfino’s SecretWario LandFountain of DreamsFinal DestinationDistant PlanetDream Land 64Battlefield/Miiverse *Lylat CruiseFinal Destination **SmashvilleTown & CityDuck HuntDream Land 64* Miiverse is treated as Battlefield during the stage ban phase. If Battlefield is banned, then Miiverse is also banned, and vice versa.** All Omega stages are acceptable as replacements for Final Destination. If there is any discretion, Omega Palutena’s Temple will be used.For each individual event,If 2-6 entrants:1st: 80%2nd: 20%If 7-29 entrants:1st: 60%2nd: 30%3rd: 10%If 30+ entrants:1st: 50%2nd: 25%3rd: 15%4th: 10%