Special Announcement: DO NOT SIGN UP UNTIL YOU HAVE INSTALLED EVERYTHING AND HAVE TESTED IT TO MAKE SURE IT WORKS. You need a copy of Shrek Super Slam with an MD5 checksum of 54da19f15ce0fc1f6bad3587e5144e6d, and this custom Dolphin emulator.





For this tournament, the following codes will be used:

* unlock everything

* disable items

* disable triggers

* fixes (DO NOT DISABLE)





Here's the tournament chat. If you need any help getting set up, ask for help on the SSS discord.

The tournament will begin on Saturday, January 27th, at approximately 15:00 EST. Check-ins will start 1 hour before the tournament does. Anyone who fails to check in by 15:00 EST will be dropped from the tournament. Anyone who checks in, yet fails to show up to their first match within 20 minutes of the tournament's beginning will be dropped to losers. Anyone who fails to show up within another 10 minutes from that point will be disqualified entirely. Seeding is a total crapshoot, so don't complain to me if you get a bad spot.

If necessary, I will reset the bracket to properly seed any players that may have been unintentionally excluded from the event due to an error on Challonge's end. This has the possibility of throwing the entire tournament out of whack, so I will not perform this action more than once in any given tournament, if at all. CHECK IN.

Each round should last approximately half an hour. The bracket will be updated as each result comes in.

All finished match results should be posted in the "report-scores" section of the discord in the following format:

X defeats Y 0-0

If you are currently fighting, sign in to the "Fighting Room" voice channel to make my life easier. If the other player does not show up to fight, or if you encounter any other problems, post in the "problems" section before the match deadline indicating this. If the problem is not resolved by the end of the current deadline, I will use my own judgment to solve it. I may allow extra time for a player to show up if the match is further into the bracket than the currently scheduled round.

SSS Rules:

* 5 Stocks, 8 minutes

* Red Riding Hood is banned.

* All rounds are best of 3, except for top 8, which are best of 5. Top 8 includes Winners Semis, Winners Finals, Losers 7th, Losers Quarters, Losers Semis, Losers Finals, and Grand Finals.



* If time runs out, the person with the most stocks left wins. If both players have an equal number of stocks, whoever has a higher SLAM meter wins. If the meters are also equal, play a 1-stock 3 minute match with the same characters on the same stage to determine the winner. Repeat as necessary.

* If a player intentionally disconnects from their opponent during a game, it will count as a win for their opponent. The only exception to this rule is if a reset is necessary due to an error (wrong players, characters, stages, stock count, or time limit; glitching out of bounds mid-game; desynch; emulator crash; etc.), in which case it will be treated the same way as an unintentional disconnect.

* If the players unintentionally disconnect, the game is to be replayed with the same characters, stage, and stock counts.

Stage list:

Neutral

Poison Apple Inn

Gepetto's Workshop



Romeo Drive





Counterpick

Kung-Fu Dojo

Bell Tower

Set Procedure:

* Players will do a coin flip to determine who hosts.

* Players will double-blind pick their first characters.

* Players will alternate strikes to determine which neutral stage to use for the first game. The host player will strike first.

* For all subsequent games, the winning player will ban 1 stage from the list above and the losing player will counterpick from the remaining stages. The winner will then announce their character, followed by the loser.

* In a best of 5, there are no stage bans.

* A player cannot counterpick a stage if they previously won on it during the same set, unless it's a best of 5.

* Gentleman's Clause is in effect. Any stage may be chosen if both players agree to it.

Stalling Clause:

* Stalling is banned and will result in the forfeiture of the current game being played. Stalling is defined as intentionally delaying the game as to make it unplayable. This includes:

* Continuing an infinite combo/chaingrab past full SLAM meter gain

* Using invincibility/intangibility glitches, to remain invincible/intangible for more than 30 seconds at a time.

* Using freeze glitches to freeze you or your opponent's character.

* Stalling does not include camping.





Lag Clause:



* If severe lag issues occur, either player may request a speedtest, in which both participants will test their respective connections. To be considered valid, this action must be taken before the second game is started. If a player's result is considered unsuitable for competitive play, I will disqualify them from the match.

* To be considered unsuitable, one of the following must apply:

* The player has less than 8Mb/s upload AND download speed.

* The player has less than 2Mb/s upload OR download speed.

* If both players pass the speedtest, their connections shall be tested with approximately 2-5 players from their projected bracket who are not currently paired up with an opponent. If the testers unanimously agree that a player lags beyond reason, the player will be dropped from their current bracket. If both players pass the test, the set will be played out as normal.

* Any tester who denies that a player lags will forfeit their right to lag clause said player for the rest of the tournament.



* If both players fail either test, they will both be dropped from their current bracket. The higher seed will advance to the next round before being dropped.

* If a set goes on to the point that it holds up the bracket, I will not hesitate to intervene. If lag issues play a role, I will advance the player who has a better connection, regardless of the current results of the set.





Desynchs:

* If the players desynch, the game will be replayed on the same stage with the same characters. In the case where at least one stock was lost before the desynch, both players will start the game with the same number of stocks that they had at the time of the desynch. If an argument arises over desynching, I will determine if the game should be nullified. If I find that one player intentionally throws a game in an attempt to emulate a desynch, I will immediately advance their opponent, regardless of the current score. I will factor in past behavior of both participants when making a decision.

* If the players desynch twice on one game, it is considered "nullified" and will not count against either player.

* If the players are unable to successfully connect with each other after three attempts, I will advance the player with the better connection. To make things simple, we will use speedtest to determine the winner. In this case, it does not matter if both players have a good connection. The better connection will move on, no matter what.

* In the case of a nullified game, the striking/banning procedure as it was in the nullified game will be redone.





Asshole Clause:

* If a player excessively disrupts the progression of the tournament, whether intentional or not, they will be dropped from the tournament. Based on the severity of the disruption, the player may be barred from entering future events. What is considered to be excessive disruption is up to the discretion of the TO, but may include the following:

* Dropping out of the event without notifying the TO.

* Delaying further matches by unnecessarily contesting the outcome of an argument after a TO has already made a decision on the matter.

* Putting down the wrong score for a particular set, especially if another player gets wrongfully eliminated because of it.

* Dropping a set with the intention of bracket manipulation or collusion with other players.

* Dropping out of the tournament just to spite the TOs.

* Entering the tournament under more than one name or "passing the controller" with another player.

* Harassing other players beyond reason.