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Scatz

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About Scatz

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    Expert Battle Trainer

Battle Pokémon

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    Charizard

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  1. Scatz

    Matchup Tips vs Gardevoir

    Field Phase [Far Range]: Remain grounded and use walking speed to dodge attacks as Charizard closes space. Jumping and attempting to attack can get anti-aired easily from Garde’s bY, and getting caught by one can end up making duel phase harder to play from full screen. fY (not charged) can phase shift past the normal screen size that is allotted for duel phase. This situation will force Charizard to only move forward until he is in range of the regulated screen size for duel phase. This allows Gardevoir to setup for heavy chip situations and have stored power ready to push Charizard back to full screen. Always be attentive to dodge or block fY to prevent the scenario from happening. Field Phase [Mid Range]: This position is difficult to maintain but is crucial for Zard to be at. Charizard and Gardevoir have moves that don’t allow for many reactions to situations. Once as a move is chosen, it’s typically committed to. Charizard can use sY instead of sYY to stay in control as much as possible and be prepared for an attack from Garde. It has a fast cooldown to allow for a counter or block in case Gardevoir uses stronger moves. jY becomes usable at this position, but only with care. Due to Gardevoir’s bY, Charizard can end up losing this situation if the Charizard is late in starting the attack. Try to stay low to the ground or make Gardevoir’s bY miss first before charging for a jY. If the situation is too dangerous to use jY, then attempt to get away for a safe landing, or get close to force Gardevoir to block jA for a safe landing at the expense of HP. Just be sure to stay outside the range of Garde’s CA and Dazzling Gleam when attacking! jY and sY can be punished if you’re too close, but only if Gardevoir is aware the attack is coming. Field Phase [Close Range]: A position Charizard can somewhat take advantage of occasionally. Gardevoir has to play the high low game against Charizard, and if they choose the wrong option, it’s a free punish. Gardevoir will attempt to use sY to push Charizard back to mid range. This provides no serious disadvantages, but it does allow Gardevoir to play the high/low game more efficiently. Jump is a great option in general against Gardevoir only at this range since it goes over sY, allows Charizard to get an air tech from nY, and bY only if Charizard goes forward. The only issue is trying to come back down, but make sure Charizard is positioned to force Gardevoir to block or counter and bY will be much less of a threat. Duel Phase [Far Range]: A complicated scenario mostly because Charizard cannot afford to stay at this range for long. When Gardevoir begins to threaten with Psychic (4AX), Charizard is forced to move forward to make the move stop advancing. At this point, Charizard can choose to move forward and try to dodge Gardevoir’s next attack and Psychic or move backward and avoid Psychic while dodging the rest of Gardevoir’s chip moves. It is generally recommended to move backwards as the situation is easier to deal with, but Charizard cannot choose this option all the time. Gardevoir can walk forward and prevent Charizard from using CA to counter Psychic or another move and punish during Charizard’s vulnerable frames with a knockdown! A lot of other options aren’t as threatening. 2X and Future Sight (grounded) can be jumped over. Just make sure to not jump too high to become trapped against a Magical Leaf (j.A). Slowly advance to mid range and stay close to the ground to be prepared for any quick pushback attacks. In Gardevoir’s Burst Form, Future Sight can clip Charizard’s head, and he’s forced to duck each one to prevent massive chip. Do not try to CA (unless close to burst) it as Gardevoir can keep creating them faster than Charizard can CADC. Not only that, but a baited CADC can be punished with Burst Attack if Gardevoir does not summon a second future sight! Be mindful of what Gardevoir is doing at all times! Duel Phase [Mid Range]: Arguably the most complex position for Charizard to deal with. Charizard is able to threaten with his regular pokes (2X, j6Y, etc), but Gardevoir can punish a poorly used poke for major damage. Charizard needs to play a more grounded game to minimize the damage output Gardevoir can dish out. At this range, it is imperative to pay attention to how many rings Gardevoir possesses at all times! Stored power brings high unscaled damage to her moveset, and with each level (up to 3), she can effectively punish Charizard in the air and on the ground with it alone. Familiarize with Stored Power’s range(s) in order to minimize how much damage Charizard takes overall. As Gardevoir is getting stored power levels, she has access to multiple attacks that provides zoning and defensive capabilities. The biggest threat is a green energy ball attack. Gardevoir is able to command the attack to explode and anti-air any enemy that tries to jump over it, which leads to fairly damaging combos when stored power is at level 2 or 3. Charizard can use Flare Blitz (j.A & j8A) to negate the projectiles, but be mindful of the HP consumption! On the ground, use CADC cautiously since Gardevoir can frame trap Charizard better as the distances expand between the characters. Gardevoir’s anti-air (8Y) is an annoyance if Charizard is constantly caught trying to get close by an aerial approach. There isn’t much Charizard can do from this position outside of Flare Blitzing an uncharged 8Y to negate the projectiles. Charizard has to use jA preemptively since 8Y is not reactable. This will force Gardevoir to use 8[Y], and Flare Blitz cannot negate the projectiles anymore. Try to lure this out and stay closer to the ground for a quick cancel to avoid any stray hits. Charizard has to be prepared to jump on an opportunity to land a confirm if Gardevoir makes a mistake. Be comfortable with j6Y since it is the best tool to react with for a quick in with decent damage. Mastering j6Y opens up to a high damage combo with oki as well as a near fullscreen carry with oki. Both are valuable in turning the momentum towards Charizard’s favor. Be aware that Gardevoir’s 6X can go under it and punish Charizard! Keep things different by using 2X and 6X as poking tools! Duel Phase [Close Range]: Finally, the spot Charizard wants to be! This is where Charizard can unleash immense pressure while being careful to react to counter and not overcommit too often. Gardevoir has problems when forced on the defensive, and has to take some risks to get some space, but when she gets them, she’s rewarded quite well. 8X is universally a strong tool for Gardevoir since it can knockdown (if Charizard is on the ground), air tech Charizard back to mid-screen, and dodge lows! The worst is getting knocked down as Gardevoir can create heavy chip damage setups, and trying to force a way out of the situation can lead to bigger damage. Luckily, Charizard can 8Y Gardevoir’s 8X, but Garde gets some breathing room to fight back. Once again, Charizard can preemptively use Flare Blitz to force his way down safely, but Charizard can make the situation harder for Gardevoir by using 9Y and gliding directly above her to render her anti-air useless. This will force Gardevoir to wait for Charizard’s option or try to reposition to threaten with 8Y again. If Gardevoir does attempt to attack with 8Y after Charizard uses 9Y, punish with jYY. On defense, Charizard should respect traps (future sight traps) that allow Gardevoir to react to CA. Outside of traps, Gardevoir does not apply good pressure, and Charizard can attempt to take his turn pressuring after being patient. Use the best judgment to determine whether it is better to take a grab or the chip damage based on time and resources. Vs Burst Mode: Gardevoir's burst mode easily contains an abundance of situations where she can put a lot of chip on Charizard. There are a few ways to minimize how much chip is taken, but those same traps can allow Gardevoir to create a trap and punish Zard for avoid it! One of the first instances is Gardevoir using Future Sight in the air at fullscreen. Charizard is too slow to walk past. Charizard can CA this, but Gardevoir can plant another Future Sight before Charizard can CADC. Instead of taking chip, low-stance the attack and micro-step to force Gardevoir into a position where using Future Sight needs to be repositioned or is riskier. Another situation is when Gardevoir uses Psychic. Trigger Psychic early to have time to move backwards or forwards, and be prepared for the mixup. Always be aware whether Gardevoir still contains burst attack. Without Burst Attack, Charizard is able to play the matchup normally, but with Burst Attack, Charizard has to play more patient and weigh the pros/cons with the amount of HP left, duration left on Burst Mode, etc. If Charizard attempts to CADC Psychic for meter, he can get attacked by a Burst Attack before being able to block, and if Charizard's HP is low, that can mean a round loss.
  2. Scatz

    Matchup Tips vs Braixen

    This has been a long time coming. I decided to take all my experience and help other Charizard players understand the do's and dont's to fighting Braixen players. Understand that this does not explain exactly every detail of the matchup since player variance is a thing. Utilize this knowledge to make your Charizard play more confident! Field Phase [Far Range]: Charizard is unable to apply pressure from this distance. While Braixen is able to attack with some long distance projectiles, she cannot reasonably punish any attempts to CADC Fireblast, sY, Psybeam, and bY for meter. Refrain from jumping without means to protect Charizard’s landing as braixen would be able to close space and potentially punish. Field Phase [Mid Range]: Braixen is still in command at this position, but only due to her using attacks to limit what you can do. Charizard can walk sideways Braixen’s sY, but will have to take a mixup near the end of the move. Braixen can cancel her sY into special (A) moves, and Charizard needs to be prepared to deal with a Psybeam mixup. An immediate psybeam requires a read, but can be punished with Fire punch, while a delayed Psybeam preferably has to be blocked or attacked. Charizard can attack a delayed Psybeam with n.Y, but practice is required to learn how to react without getting caught by the non-delayed Psybeam. While inconsistent and committal, Charizard can use f.Y after n.Y (by doing n.YY) to punish Braixen for an attempted Psybeam. Missing will allow Braixen to punish with a CA (for meter) or a grab). Jumping sY allows Charizard to use jX to get closer or jY to attack. Timing jY early can punish Braixen for using sY, but often times, she will be able to block or counter. All other special cancels are not usable in this situation because they do not attack where Charizard is. It is imperative to pay attention to Boomerang’s startup. Block the incoming attack, and you will be placed at close quarters for a standoff. It is possible to use fire punch when Charizard is near max range of Boomerang. This will allow Charizard to absorb hits and punish, but doing this in the middle of boomerang makes fire punch more likely to get punished while the boomerang is twirling back to Braixen. Charizard’s sY gets usage to eliminate Braixen’s own fireballs and pressure back. Braixen can walk around or counter in between them depending on the distance between the characters, so be wary of overusing it. Field Phase [Close Range]: At many points, there will be a standoff. Braixen can be extremely defensive to cover Charizard’s options using bX, bY, and CA. bY can stop Charizard from jumping as it has a hitbox on the ground then releases a projectile into the air at the angle that would hit him. Be fully aware as this move is the main reason Charizard cannot take to the air to eliminate Braixen’s options immediately. bX and CA can be reacted to with Fire punch and grab or jump respectively. With the addition of Braixen’s homing attack being support cancelable, Charizard will have to deal with a mixup between homing 1 or blocking the support cancel and dealing with a mixup afterwards. Pay attention to when support is available for Braixen, then adapt your choices for each situation. Charizard can pressure using jA, homing 1, and jY. jA helps to deal chip, weaken guard, and get some space to reset to neutral. Use it wisely as high jAs can be punished and the recoil adds up. Homing 1 makes Braixen block and deal with a mixup between doing Airslash, Flare Blitz, or Dragon Claw. While Braixen can CA Air Slash and Dragon Claw, a well timed Flare Blitz will outlast the CA. Homing 1 is important as it makes Braixen make a decision quickly instead of it being on their timeframe. jY is handled similarly as explained for mid-range. Make sure Charizard approaches or retreats at multiple angles to make it difficult for Braixen to retaliate. This is useful for trying to reposition while having an attack ready. Duel Phase [Far Range]: At this range, most Braixen players will want to zone Charizard. You can jump over and/or CADC Fireblast and Psybeam. CADC can be punished if used too often as Charizard’s Dash has a lot of cooldown. Braixen’s charged Golf Swing (4[Y]) is able to catch Charizard in the air and should be CADC’d only. Otherwise, use a jump or CADC to get around the projectile. Make sure to land quickly in case Charizard needs to CA another zoning tool! Charizard does not remain high enough to jump over Fireblast (4A) after jumping 4Y! Duel Phase [Mid Range]: Boomerang is the biggest threat Charizard needs to pay attention to here. At this range, most of Braixen’s moves are slow and can be reacted to, but getting hit by them will enable Braixen to potentially achieve some of her more damaging combos. Use more regular CA than fire punch to maintain better control over Charizard as a situation develops; however, Firepunch can still be a great asset when timed properly. Practice trying to firepunch boomerang at different ranges to understand the correct timing. Otherwise, blocking will get Charizard closer to Braixen for a mixup situation. Generally, Charizard does not want to contest fire spin as no move can beat it. Charizard can attack Braixen before fire spin, but it is only the case against a fully charged one. If fire spin is in between the two characters, Charizard can CA for meter only if Braixen is not planning to approach. Flamethrower is linear, but can stuff Charizard’s jumps really well when timed correctly. Use glide to lower the jump height and help dodge the move. If Braixen attempts to use flamethrower as a reaction to Charizard’s shortened jump, Charizard can punish with a grounded move for a decent combo. Duel Phase [Close Range]: The most important aspect is to pay attention to if Braixen has support charge available. Braixen is much more threatening due to support canceling most of the attacks into blockstrings or more threatening mixups. Charizard can take advantage of this position with strong mixups to cover Braixen’s defensive options such as Lightscreen, Flamethrower, 8Y, and 4X. Once Braixen’s support has been expended, that is Charizard’s chance to truly lay down the pressure. If Braixen has no room to throw out attacks and build meter, her support charges as fast as anyone else’s. Make sure you take advantage of the opportunities as they arise! Should Charizard be on the defensive, play patient and wait for an opening in Braixen’s pressure to make a move. Getting grabbed does little damage and provides multiple chances to gain synergy for burst mode. It is important to note that, as mentioned earlier, Braixen uses supports to maintain pressure. Without support canceling, a lot of Braixen’s pressure falters, and the character is more susceptible to counterplay. An example is where Braixen can cancel 5YY into Emolga for uncontested pressure, but without Emolga, Braixen’s 5YY places the characters into a mixup situation where Charizard can reverse the situation. Vs Burst Mode: Braixen gains extremely strong guard break setups as her Flame Charge (jA) properties change, opening for more pressure. Charizard can punish most or Braixen’s j.As with Firepunch, but the timing is crucial. Time Firepunch just before getting hit by Braixen’s j.A to have the best chances to connect. Being early can cause Firepunch to get stuffed by j.A’s multiple projectiles. In most cases, Charizard should prefer getting space and blocking much more than usual just to prevent Braixen from getting massive damage. Even just getting knocked down can mean a lot of damage sent through chip. Firespin oki is very strong and forces Zard to guard in order to prevent heavier damage. Disrupt supports like Fennekin and Umbreon or burst declare help give Zard some space to minimize the damage taken. Just make sure to use those tools wisely. Braixen’s burst attack does not do a lot of damage, but replenishes support. Be aware of the situation before enabling Braixen to punish with it. If Charizard has the spare health, he can take the burst attack and slowly wait for the burst mode duration to run out. Field gives Braixen less lockdown power than duel, but it is difficult to get into field phase if Braixen is using phase shift points wisely. If Braixen is zoning with jY, take the damage intentionally to reduce the combos Braixen has available. Each jY adds PSP, which forces Braixen use different, and often less damaging, combos. While in duel, be patient and be prepared to use counterplay at appropriate times. Without burst attack, Braixen can be treated as a slightly stronger character (she has access to enhanced moves), but with burst attack, all of the pressure strings that can be canceled into support can also cancel into burst attack, which makes CA a riskier option. . If Charizard has the advantage, then continue placing pressure until Braixen is able to contest between the blockstrings. Avoid getting pushed to the wall as that is where Braixen’s lockdown is the worst. Overextending can be fatal, and Charizard wants to avoid too many critical mistakes at this point. Mind giving some examples of how to pressure and where some holes might be? Vs Supports: Due to Braixen’s ability to support cancel, a lot of supports are more dangerous to deal with than other characters. Each support enables Braixen to have varying methods of playstyles to help nullify issues in matchups. It is highly important to learn how to manage observing when a support is ready/not ready and playing at a pace to prevent Sunny Day abuse. Vs Supports [Emolga]: One of Charizard’s most difficult supports to handle when learning the matchup. The support makes blockstrings such as 2X, 5YY, and 5X safe on block, and provides a full screen punish! Charizard mainly uses glide to maneuver, but being able to walk is still highly important. Charizard is forced to glide and/or block for the majority of the speed down duration. Pay as much attention as possible to when this support is near or is charged. Once as it is ready, Charizard should refrain from using counterplay until it is used. The problem of speed down is only made worse in Field Phase as Charizard is no longer able to walk sideways to get away from Braixen’s fireballs. If Braixen decides to continuously do s.Y, then CADC for meter as long as Charizard is not in boomerang range or use j[Y] to get over the projectiles and cover the landing. Glide works in this situation as well, but be mindful of the amount of landing lag. Vs Supports [Rotom]: One of the more recent supports that got versatility within the game. Charizard can still negate the attack by using an instant glide and blocking before the attack lands. Make sure to practice the timing because it’s harder to correctly pull it off in field phase than duel! It’s highly important to get rid of the support as it cripples Charizard’s field phase to only 5A (Flamethrower) and nY. The speed down is similar effects to Emolga, but generally easier to bait. If Braixen uses it during combos, then it will become much more difficult to play around. If in field phase, play to get meter and wait for the debuff to go away. At the same time, use aerial movement to keep pressure. Not providing any pressure means that Braixen will have another Rotom ready in mere seconds after getting the debuff removed. In duel phase, Charizard plays to keep himself as safe as possible to lower the chances of Rotom combos. Accept that some will still happen regardless of how clean Charizard can play, but if Charizard can land on the ground before getting stunned (it does not cause stun similar to an air hit), then he can play while slowed down. This means using glide more often to keep moving around. Just be sure to avoid anti-airs! It is possible to run Espeon and remove the effects, but Charizard’s support won’t be able to keep the same pace as Braixen’s support charge. Learn how to play Charizard while slow and it’ll minimize how disruptive the debuff can be during a match. Vs Supports [Farfetch]: The support often used to make a trade in favor of the user. The support is able to provide a lot of firepower in pressure and damage, and is hard to punish. Functioning similar to Emolga on blockstrings, it is best to wait until the Braixen has Farfetch gone to begin retaliating. There is much less to be afraid of due to the support providing no debuff, but caution is still necessary as overextending provides rough outcomes. Vs Supports [Dragonite]: A more niche support that plays towards chip and guard break setups. This support is only at its most powerful when used on Braixen’s oki. At these situations, damage is guaranteed, and the best way is to take the least amount of damage possible. Some setups that are blocked will be much stronger since Charizard is taking massive chip (around 100+) and is losing shield health. Some can lead to a free guard break, and the overall negatives far outweigh getting hit from Dragonite. Depending on when and where Dragonite is called, it’s possible for Charizard to CA a large amount of Dragonite for meter. It’s not possible to CA all of it or get out of it without taking some amount of damage, but if Charizard is close to getting a full synergy, a small amount of damage is worth getting the chance to burst and mount your offense. Vs Supports [Snivy]: One of Charizard’s most hated supports in the game. This can remove Charizard’s pressure game, and force him out the air for a more grounded game. Pay attention to this support’s charge so that Charizard can change the gameplan and prevent losing all momentum from a support call. While in the air, space slightly farther away than normal to be prepared for a support call. Baiting one out can definitely hurt Braixen’s game as she’ll have a harder time anti-airing Zard on reaction. It also makes Braixen’s combo game and pressure strings weaker overall. Snivy can setup for a few guard break setups, and the decision is taking meter and lower damage or intentionally getting hit. It is possible to remove any ability to get hit by attacking the counter armor before getting attacked by Snivy. If a move connects, then both characters become frozen for a set amount of time. At that second, Snivy knocks Charizard down and Braixen will be unable to combo from it. Choose the option carefully while dealing with the issue.
  3. Scatz

    Cheer Skill Discussion!

    I'm just going to drop my thoughts on all the cheers since I did the research back in 2016. The standard cheer skill places a focus on utilizing a combination between support pairs and synergy management in order to maximize every asset. Generally, most characters can rock this without having many issues. Some options are stronger than others based on the synergy meter needed for burst from each character. Characters running 100cc don't need this cheer skill as much unless they would like to ensure synergy gain for potentially bursting twice a round (with a combination of Jirachi). Those characters are able to benefit the most from Support cheer or Whimsical since Synergy requires less attention to satisfy. 150cc characters have a lot of flexibility to mix between Synergy, Special, Standard, and Pressure cheer skills. The synergy gain is plentiful enough to only require some assistance, but has less margin of error for losing Field Phase too often. All of the cheers drop down to preference, but can heavily influence the support choices. Starting with Synergy (which you guys rat on) forces a player to abide by 20 & 30 second supports. With minimal synergy gain for winning, this reduces your opponent's effectiveness to lose via timeouts. 10% is enough to provide the boost for critical situations, but is also not enough to ruin your game plan. The biggest issue that comes with Synergy is winning round 1 to maintain heavy pressure on the opponent. Synergy balance requires a player to have the order: "Win, Loss, Win" in rounds. Losing round 1 oversaturates the meter, and forces a big decision to use burst in round 2 or save for round 3 (the exception being steamrolled to where oversaturation isn't a factor). Overall, synergy cheer is utilized properly when characters have strong burst modes to close out games. Everything else is played through clean play. Special is useful for multiple situations, but can also avalanche like synergy cheer. Characters have more freedom between support pairing since losing a round provides max support for both assists, which enables utilizing a low cooldown support for the front end, and a specialized support for the backend. Stronger supports in the 40 second range (& Magikarp) are now available to aid in reversing the momentum of a set as well as doubling up on the usage of enhance supports (40 second recharge). This provides from creative usage for players to incorporate for matchups. The downside is how synergy is handled. 40% on winning a round is susceptible to being negated with a timeout, which then forces that player to approach and potentially lose or take the win without gaining any benefits. Include the fact that the cheer skill can potentially punish the player for winning round 1 makes momentum swings insanely harsh. The player wins round 1 and has to make the decision to maintain burst for round 3 or pop to close out the round (similar to synergy cheer skill), but losing round 1 means round 2 has to be closed out with a KO or else the benefits of Special Cheer is negated. This creates the order: "Win, Win, N/A" or "Lose, Win, Win" to maintain proper pressure throughout the set. Standard is the support focused utilization of Synergy, where the player is focusing on the support pair usage in their strategy to maximize output. Synergy gain functions the same as the Synergy cheer skill, but without 10% extra gain for losing. That's a no-brainer, but the supports can minimize the impact of having incorrect round Win/Loss order. Support benefits function similar to the Special cheer skill for losing, but provide the flexibility direct to a more specialized support in case the situation changes. Most people (including myself) don't use the full benefit of being able to swap supports as the 20 second (& a few 30 second) supports are fairly powerful on it's own. Pressure has been explained fairly well up above, but I don't think it's locked to 200cc+ characters only. A few characters (or maybe most) in the 150cc range can take advantage of it fairly heavily without much drawback. 150cc characters gain enough meter to acquire burst around mid-round or late-round, and through proper use the player can use burst for any combination (1 & 3, 2 & 3, or all 3 rounds). This is a huge tactic because it can only be weakened by negating field phase to the user or by winning the rounds fast enough to remove chances for massive meter gain. Support choices aren't a major factor (mostly 20 & 30 second options) unless you wish to swap to a specialized support for round 3. Even characters with higher meter can make use of pressure and have little downsides against it outside of a possible necessity for a specialized support (Umbreon, Jirachi, etc.) in specific matchups. The biggest difference is their ability to use meter for rounds 2 & 3 instead of potentially all the time like 150cc characters can get. I will refrain from providing my opinion towards Support as it's my least researched (not including Whimsical) cheer skill. Noting with Whimsical that you're accepting potential oversaturation of options and having a drought where your options aren't available. The jackpot roll is only a boon with a small subset of characters without proper resources to counteract them. Mega Gengar is the only character that could *potentially* be considered overcentralizing with Whimsical, but he still has to acquire the additional 125cc, and the option isn't reliable.
  4. Scatz

    Gwinnett Brawl - December 2017

    until
    ONLINE REGISTRATION LINK: TBA Facebook Link: https://www.facebook.com/events/268939913618927 Registration for each game closes 30 minutes before that game's bracket begins. Whether you sign-up online or in person, you must finish registration half an hour before the starting times listed below. LINE-UP AND SCHEDULE: 12:00 PM: Set-up & On-Site Registration Begins 2:00 PM: Pokkén, Blazblue 3:00 PM: Smash 4 teams, Injustice 2 4:00 PM: Guilty Gear Xrd REV 2 5:00 PM: Smash 4 singles, Marvel 3, Puyo Puyo Tetris 6:00 PM: Street Fighter V 6:30 PM: Tekken 7 WE ARE NO LONGER ACCEPTING LATE SIGN-UPS VIA PHONE OR FACEBOOK. You MUST get to the venue before the tournament starts in order to register at the door. If you register online, we will put you in the bracket even if you're late, but if you do not arrive by the end of the 1st round of the tournament, then you will be kicked down to the losers bracket. If you do not arrive by the end of the 1st round of losers, then you will be disqualified from the tournament altogether. STREAMS: GB Dojo - https://www.twitch.tv/gbdojo TypoHouseGames - https://www.twitch.tv/typohousegames Data FGC - https://www.twitch.tv/datafgc FOLLOW US: twitter.com/gbdojo for live updates youtube.com/gwinnettbrawl for stream archives COST OF ENTRY: $7 venue fee per player (can be waived; see info below) $5 entry fee per player per game Example: If you want to play in Smash 4 singles ($5), Smash 4 teams ($5), and Street Fighter ($5), then the total cost for you would be $22. If your venue fee is waived (see below), then it would be $15. "LONGEST TRIP" REWARD: We will waive the $7 venue fee for the driver who makes the longest trip to the Gwinnett Brawl venue. At registration, present your driver's license and the shortest Google Maps trip route from your home to the venue (either on your phone or on a print-out, with the total mileage clearly visible). The trip length must be at least 100 miles long in order to be eligible for a venue fee waiver. BRINGING A SETUP: If we need additional setups for any of the tournament games and if you can bring one for us, then we'll waive your $7 venue fee. A full setup includes: display, console, game, plus anything else needed to run it (e.g. a Gamecube controller adapter for Smash 4, a memory card for Melee, etc). You should also have all tournament-legal gameplay content available (unlockables/DLC). Our preferred displays for tournament play are LOW-LATENCY 1080p LCD COMPUTER MONITORS with HDMI input. We will accept any such monitor that is rated 10ms or lower by DisplayLag (displaylag.com/display-database) or by other reputable sites using the same test method (Leo Bodnar device, average measurement). HDTVs tend to lag more than computer monitors and are unlikely to be accepted unless we can verify that they meet this threshold. We have a lag testing device that we can use if you wish to have your display tested. PAYOUT STRUCTURE: The prize pool for each game is taken from the entry fees for that game and split among the winners based on the number of entrants for that game. If 2-5 entrants: Winner takes all If 6-13 entrants: Top 2 split (66% / 33%) If 14-29 entrants: Top 3 split (60% / 30% /10%) If 30-63 entrants: Top 4 split (53% / 27% / 13% / 7%) If 64-131 entrants: Top 6 split (50% / 25% / 13% / 7% / 2.5% / 2.5%) If 132 or more entrants: Top 8 split (48% / 24% / 12% / 7% / 3% / 3% / 1.5% / 1.5%) FYI: In team tournaments, "1 team" = "1 entrant." TOURNAMENT FORMAT AND RULES: A double elimination bracket will be used for all games with 8 or more players. Round robin will be used for games with fewer than 8 players if we feel there are enough setups and time to run RR. Primary seeding will be done by skill/performance. Top seeds will be granted to recognized top players and the highest-placing players from previous Gwinnett Brawls. Secondary seeding will be done by crew/region. If you are a member of a specific team/crew, then fill that in the "Prefix" field of your Smash.gg registration, or let us know your crew name when you sign up at the door. We will do our best to not match people from the same crew or region against each other in the first round. The remainder of the bracket will be seeded randomly. Competitors should not leave the tournament area without first asking permission from their bracket runners. You will be disqualified if you do not report to your matches in a timely manner. The winner of each match must report their victories to a bracket runner so that they can be recorded in the bracket. Please do what you can to keep the tournament moving along quickly. Keep button checks as brief as possible; they're not the place for you to show off your movement in Smash or to practice your TACs in Marvel. Once the tournament starts, do not play any casuals on the tournament stations until we clear a setup for casuals. We want to pack-up by midnight when possible and will not permit casuals or money matches to be played after this time at all. Do not bring setups for games that are not being played in the tournament without getting permission from us first. Unless we have extra room for it and you have paid the venue fee, we will ask you to remove any consoles or TVs that are running non-tournament games. UNIVERSAL GAME RULES: Game options are generally set to their default values unless otherwise specified below. Unless players can agree on the stage to play, stage selection is random (except for games which have their own stage rules, like Smash Bros). Most tournament matches are best 2-out-of-3 games per set (unless otherwise specified in individual game rules below). Winners final, losers final, and grand final are commonly run 3-out-of-5 games per set (if time permits). This can change on a per-tournament basis depending on how much time we have to run the event; check with your bracket runner if you are unsure of the set length. The winner of a game usually has to keep the same selections (character, assist, team, etc.) for the next game except in instances specified below. Glitches that halt gameplay entirely (e.g. anything that causes the game to freeze) and exploits that are only possible via hacking (e.g. Galactus and duplicate characters in UMvC3) are banned. Other glitches will be judged at the tournament organizers' discretion. A draw game counts as a win for both players, and the next game of the set (if required) must be played with identical settings (same characters, stage, etc). If a draw causes both players to reach set point, then an extra tiebreaker game will be played. Pausing a game in progress will allow your opponent to take the current round (in traditional fighters) or your current stock (in Smash). Exceptions will be made in instances of "inevitability" (e.g. pausing in the middle of a cinematic super attack that is guaranteed to KO the opponent anyway). All in-game button config options (e.g. 3-punches, one-button dash) are allowed. Turbo fire and other hardware-assisted mechanisms are forbidden. Wired controllers are strongly encouraged in order to avoid syncing issues and to keep the tournament running smoothly. Wireless controllers are permitted, but you risk disqualification if your controller causes any mishaps in another player's match. PS4 players should remember to delete all old controller pairings every time they sit down to play a match. Wii U players should remove their controller batteries when not in use. Cronus brand converters are banned. The legality of all other controllers, sticks, and converters will be decided at the tournament organizers' discretion. You are responsible for your own controller/stick/converter. We cannot provide them for you. For PS4 games: when you sit down for your match, it is YOUR responsibility to delete old controller pairings from the previous matches. Make sure to delete all unused bluetooth devices from the system menu whenever you get ready to play a tournament match. If a non-competitor's controller disrupts your match, you and your opponent must ignore the disruption and continue playing as if there was no interference. If a disruption turns off the game entirely, then you must replay the game that was interrupted, using the same settings (characters, stage, etc) and maintaining the current win count. SUPER SMASH BROS. FOR WII U RULES: http://docs.google.com/document/d/1w1gZjt2xY7ARo1kA47h-rq-5b9p-IK7ROkg-sNt5wU0 Check this document for our current SSB4 rule set. Smash 4 Redemption Bracket: Any player who enters Smash 4 Singles and goes 0-2 in bracket will be eligible to compete in an extra, free-to-enter Redemption Bracket to be played at the end of Smash 4 Singles. This bracket will be single elimination, randomly seeded, and winner-takes-all with a cash prize equal to the number of participants. The prize for the Redemption Bracket is taken from the main pot for the Smash 4 Singles bracket. (Ex: If the total pot for Smash 4 Singles is $600, and 20 players enter the Redemption Bracket, then the main Singles Bracket will have a $580 prize pool to be split between the top 6 players, and the Redemption Bracket will have a $20 prize for the winner of that bracket.) To enter the Redemption Bracket, you must go to the registration desk and sign-up for it after you go 0-2 in Singles; we will not enter you into the bracket unless you actually sign-up for it. Anyone who wins a Redemption Bracket at GB is unable to compete in another Redemption Bracket at GB until further notice (in order to prevent players from abusing the system and intentionally sandbagging in Singles so that they can win an easy Redemption Bracket). Redemption Bracket results at other tournaments have no bearing on who can compete in GB's Redemption Brackets. In the case that we're unable to complete the Redemption Bracket before the end of the event, then every remaining player in the bracket will split the prize pool evenly. Pokkén TOURNAMENT RULES: Game Version : 1.01 (SWITCH VERSION) Sets are best of 3 until Winners, Losers, and Grand Finals which are best of 5 Controllers are BYOS (Bring Your Own Switch) Players are to leave their docks at a station and carry their Switch console with them. This is to lower the use of players needing to re-setup the dock during the tournament. If you do not own a console, you may borrow a switch from the Event Organizers while providing your driver's license as insurance or you may borrow from a friend. The following are what is used for the game settings: Round Points: 2 Stage: Fixed Battle Aerna Skill Level: Off Players may ask for a "button check" to ensure that all of their controls and buttons work as expected (please limit to ~30 seconds). All Characters, Supports, and Cheers are legal. After a game, Loser may change characters, support, and/or cheer skill. After a game, Winner cannot change characters but may change support and/or cheer skill. Any issues that may happen during a set will be handled with TO discretion, where the TO has all rights to any ruling deemed necessary. ULTIMATE MARVEL VS. CAPCOM 3 RULES: Best 3-out-of-5 games per set for the entire tournament Auto Super Jump = off The winner of a game must select the same characters, assists, and team order at the selection screen for the next game, but he may change character order at the loading screen. Banned stages: Daily Bugle STREET FIGHTER V RULES: PS3 legacy controllers are allowed. However, you must provide your own PS4 controller for syncing purposes, as we are not able to provide loaner controllers for you. You WILL be disqualified if you do not have your controller ready when your match is called. Neither Kanzuki Beach nor Skies of Honor may be used unless both players agree.
  5. Scatz

    Gwinnett Brawl - November 2017

    until
    ONLINE REGISTRATION LINK:TBA Facebook Link: https://www.facebook.com/events/374446589641593 Registration for each game closes 30 minutes before that game's bracket begins. Whether you sign-up online or in person, you must finish registration half an hour before the starting times listed below.LINE-UP AND SCHEDULE: 12:00 PM: Set-up & On-Site Registration Begins 2:00 PM: Pokkén, Blazblue 3:00 PM: Smash 4 teams, Injustice 2 4:00 PM: Guilty Gear Xrd REV 2 5:00 PM: Smash 4 singles, Marvel 3, Puyo Puyo Tetris 6:00 PM: Street Fighter V 6:30 PM: Tekken 7 WE ARE NO LONGER ACCEPTING LATE SIGN-UPS VIA PHONE OR FACEBOOK. You MUST get to the venue before the tournament starts in order to register at the door. If you register online, we will put you in the bracket even if you're late, but if you do not arrive by the end of the 1st round of the tournament, then you will be kicked down to the losers bracket. If you do not arrive by the end of the 1st round of losers, then you will be disqualified from the tournament altogether.STREAMS: GB Dojo - https://www.twitch.tv/gbdojo TypoHouseGames - https://www.twitch.tv/typohousegames Data FGC - https://www.twitch.tv/datafgcFOLLOW US:twitter.com/gbdojo for live updatesyoutube.com/gwinnettbrawl for stream archivesCOST OF ENTRY: $7 venue fee per player (can be waived; see info below) $5 entry fee per player per game Example: If you want to play in Smash 4 singles ($5), Smash 4 teams ($5), and Street Fighter ($5), then the total cost for you would be $22. If your venue fee is waived (see below), then it would be $15."LONGEST TRIP" REWARD: We will waive the $7 venue fee for the driver who makes the longest trip to the Gwinnett Brawl venue. At registration, present your driver's license and the shortest Google Maps trip route from your home to the venue (either on your phone or on a print-out, with the total mileage clearly visible). The trip length must be at least 100 miles long in order to be eligible for a venue fee waiver.BRINGING A SETUP: If we need additional setups for any of the tournament games and if you can bring one for us, then we'll waive your $7 venue fee. A full setup includes: display, console, game, plus anything else needed to run it (e.g. a Gamecube controller adapter for Smash 4, a memory card for Melee, etc). You should also have all tournament-legal gameplay content available (unlockables/DLC). Our preferred displays for tournament play are LOW-LATENCY 1080p LCD COMPUTER MONITORS with HDMI input. We will accept any such monitor that is rated 10ms or lower by DisplayLag (displaylag.com/display-database) or by other reputable sites using the same test method (Leo Bodnar device, average measurement). HDTVs tend to lag more than computer monitors and are unlikely to be accepted unless we can verify that they meet this threshold. We have a lag testing device that we can use if you wish to have your display tested.PAYOUT STRUCTURE:The prize pool for each game is taken from the entry fees for that game and split among the winners based on the number of entrants for that game. If 2-5 entrants: Winner takes all If 6-13 entrants: Top 2 split (66% / 33%) If 14-29 entrants: Top 3 split (60% / 30% /10%) If 30-63 entrants: Top 4 split (53% / 27% / 13% / 7%) If 64-131 entrants: Top 6 split (50% / 25% / 13% / 7% / 2.5% / 2.5%) If 132 or more entrants: Top 8 split (48% / 24% / 12% / 7% / 3% / 3% / 1.5% / 1.5%) FYI: In team tournaments, "1 team" = "1 entrant."TOURNAMENT FORMAT AND RULES: A double elimination bracket will be used for all games with 8 or more players. Round robin will be used for games with fewer than 8 players if we feel there are enough setups and time to run RR. Primary seeding will be done by skill/performance. Top seeds will be granted to recognized top players and the highest-placing players from previous Gwinnett Brawls. Secondary seeding will be done by crew/region. If you are a member of a specific team/crew, then fill that in the "Prefix" field of your Smash.gg registration, or let us know your crew name when you sign up at the door. We will do our best to not match people from the same crew or region against each other in the first round. The remainder of the bracket will be seeded randomly. Competitors should not leave the tournament area without first asking permission from their bracket runners. You will be disqualified if you do not report to your matches in a timely manner. The winner of each match must report their victories to a bracket runner so that they can be recorded in the bracket. Please do what you can to keep the tournament moving along quickly. Keep button checks as brief as possible; they're not the place for you to show off your movement in Smash or to practice your TACs in Marvel. Once the tournament starts, do not play any casuals on the tournament stations until we clear a setup for casuals. We want to pack-up by midnight when possible and will not permit casuals or money matches to be played after this time at all. Do not bring setups for games that are not being played in the tournament without getting permission from us first. Unless we have extra room for it and you have paid the venue fee, we will ask you to remove any consoles or TVs that are running non-tournament games. UNIVERSAL GAME RULES: Game options are generally set to their default values unless otherwise specified below. Unless players can agree on the stage to play, stage selection is random (except for games which have their own stage rules, like Smash Bros). Most tournament matches are best 2-out-of-3 games per set (unless otherwise specified in individual game rules below). Winners final, losers final, and grand final are commonly run 3-out-of-5 games per set (if time permits). This can change on a per-tournament basis depending on how much time we have to run the event; check with your bracket runner if you are unsure of the set length. The winner of a game usually has to keep the same selections (character, assist, team, etc.) for the next game except in instances specified below. Glitches that halt gameplay entirely (e.g. anything that causes the game to freeze) and exploits that are only possible via hacking (e.g. Galactus and duplicate characters in UMvC3) are banned. Other glitches will be judged at the tournament organizers' discretion. A draw game counts as a win for both players, and the next game of the set (if required) must be played with identical settings (same characters, stage, etc). If a draw causes both players to reach set point, then an extra tiebreaker game will be played. Pausing a game in progress will allow your opponent to take the current round (in traditional fighters) or your current stock (in Smash). Exceptions will be made in instances of "inevitability" (e.g. pausing in the middle of a cinematic super attack that is guaranteed to KO the opponent anyway). All in-game button config options (e.g. 3-punches, one-button dash) are allowed. Turbo fire and other hardware-assisted mechanisms are forbidden. Wired controllers are strongly encouraged in order to avoid syncing issues and to keep the tournament running smoothly. Wireless controllers are permitted, but you risk disqualification if your controller causes any mishaps in another player's match. PS4 players should remember to delete all old controller pairings every time they sit down to play a match. Wii U players should remove their controller batteries when not in use. Cronus brand converters are banned. The legality of all other controllers, sticks, and converters will be decided at the tournament organizers' discretion. You are responsible for your own controller/stick/converter. We cannot provide them for you. For PS4 games: when you sit down for your match, it is YOUR responsibility to delete old controller pairings from the previous matches. Make sure to delete all unused bluetooth devices from the system menu whenever you get ready to play a tournament match. If a non-competitor's controller disrupts your match, you and your opponent must ignore the disruption and continue playing as if there was no interference. If a disruption turns off the game entirely, then you must replay the game that was interrupted, using the same settings (characters, stage, etc) and maintaining the current win count. SUPER SMASH BROS. FOR WII U RULES:http://docs.google.com/document/d/1w1gZjt2xY7ARo1kA47h-rq-5b9p-IK7ROkg-sNt5wU0 Check this document for our current SSB4 rule set. Smash 4 Redemption Bracket: Any player who enters Smash 4 Singles and goes 0-2 in bracket will be eligible to compete in an extra, free-to-enter Redemption Bracket to be played at the end of Smash 4 Singles. This bracket will be single elimination, randomly seeded, and winner-takes-all with a cash prize equal to the number of participants. The prize for the Redemption Bracket is taken from the main pot for the Smash 4 Singles bracket. (Ex: If the total pot for Smash 4 Singles is $600, and 20 players enter the Redemption Bracket, then the main Singles Bracket will have a $580 prize pool to be split between the top 6 players, and the Redemption Bracket will have a $20 prize for the winner of that bracket.) To enter the Redemption Bracket, you must go to the registration desk and sign-up for it after you go 0-2 in Singles; we will not enter you into the bracket unless you actually sign-up for it. Anyone who wins a Redemption Bracket at GB is unable to compete in another Redemption Bracket at GB until further notice (in order to prevent players from abusing the system and intentionally sandbagging in Singles so that they can win an easy Redemption Bracket). Redemption Bracket results at other tournaments have no bearing on who can compete in GB's Redemption Brackets. In the case that we're unable to complete the Redemption Bracket before the end of the event, then every remaining player in the bracket will split the prize pool evenly.Pokkén TOURNAMENT RULES: Game Version : 1.01 (SWITCH VERSION) Sets are best of 3 until Winners, Losers, and Grand Finals which are best of 5 Controllers are BYOS (Bring Your Own Switch) Players are to leave their docks at a station and carry their Switch console with them. This is to lower the use of players needing to re-setup the dock during the tournament. If you do not own a console, you may borrow a switch from the Event Organizers while providing your driver's license as insurance or you may borrow from a friend. The following are what is used for the game settings: Round Points: 2 Stage: Fixed Battle Aerna Skill Level: Off Players may ask for a "button check" to ensure that all of their controls and buttons work as expected (please limit to ~30 seconds). All Characters, Supports, and Cheers are legal. After a game, Loser may change characters, support, and/or cheer skill. After a game, Winner cannot change characters but may change support and/or cheer skill. Any issues that may happen during a set will be handled with TO discretion, where the TO has all rights to any ruling deemed necessary. ULTIMATE MARVEL VS. CAPCOM 3 RULES: Best 3-out-of-5 games per set for the entire tournament Auto Super Jump = off The winner of a game must select the same characters, assists, and team order at the selection screen for the next game, but he may change character order at the loading screen. Banned stages: Daily Bugle STREET FIGHTER V RULES: PS3 legacy controllers are allowed. However, you must provide your own PS4 controller for syncing purposes, as we are not able to provide loaner controllers for you. You WILL be disqualified if you do not have your controller ready when your match is called. Neither Kanzuki Beach nor Skies of Honor may be used unless both players agree.
  6. Scatz

    Gwinnett Brawl - October 2017

    until
    ONLINE REGISTRATION LINK:TBA Facebook Link: https://www.facebook.com/events/1398999936821820 Registration for each game closes 30 minutes before that game's bracket begins. Whether you sign-up online or in person, you must finish registration half an hour before the starting times listed below.LINE-UP AND SCHEDULE: 12:00 PM: Set-up & On-Site Registration Begins 2:00 PM: Pokkén, Blazblue 3:00 PM: Smash 4 teams, Injustice 2 4:00 PM: Guilty Gear Xrd REV 2 5:00 PM: Smash 4 singles, Marvel 3, Puyo Puyo Tetris 6:00 PM: Street Fighter V 6:30 PM: Tekken 7 WE ARE NO LONGER ACCEPTING LATE SIGN-UPS VIA PHONE OR FACEBOOK. You MUST get to the venue before the tournament starts in order to register at the door. If you register online, we will put you in the bracket even if you're late, but if you do not arrive by the end of the 1st round of the tournament, then you will be kicked down to the losers bracket. If you do not arrive by the end of the 1st round of losers, then you will be disqualified from the tournament altogether.STREAMS: GB Dojo - https://www.twitch.tv/gbdojo TypoHouseGames - https://www.twitch.tv/typohousegames Data FGC - https://www.twitch.tv/datafgcFOLLOW US:twitter.com/gbdojo for live updatesyoutube.com/gwinnettbrawl for stream archivesCOST OF ENTRY: $7 venue fee per player (can be waived; see info below) $5 entry fee per player per game Example: If you want to play in Smash 4 singles ($5), Smash 4 teams ($5), and Street Fighter ($5), then the total cost for you would be $22. If your venue fee is waived (see below), then it would be $15."LONGEST TRIP" REWARD: We will waive the $7 venue fee for the driver who makes the longest trip to the Gwinnett Brawl venue. At registration, present your driver's license and the shortest Google Maps trip route from your home to the venue (either on your phone or on a print-out, with the total mileage clearly visible). The trip length must be at least 100 miles long in order to be eligible for a venue fee waiver.BRINGING A SETUP: If we need additional setups for any of the tournament games and if you can bring one for us, then we'll waive your $7 venue fee. A full setup includes: display, console, game, plus anything else needed to run it (e.g. a Gamecube controller adapter for Smash 4, a memory card for Melee, etc). You should also have all tournament-legal gameplay content available (unlockables/DLC). Our preferred displays for tournament play are LOW-LATENCY 1080p LCD COMPUTER MONITORS with HDMI input. We will accept any such monitor that is rated 10ms or lower by DisplayLag (displaylag.com/display-database) or by other reputable sites using the same test method (Leo Bodnar device, average measurement). HDTVs tend to lag more than computer monitors and are unlikely to be accepted unless we can verify that they meet this threshold. We have a lag testing device that we can use if you wish to have your display tested.PAYOUT STRUCTURE:The prize pool for each game is taken from the entry fees for that game and split among the winners based on the number of entrants for that game. If 2-5 entrants: Winner takes all If 6-13 entrants: Top 2 split (66% / 33%) If 14-29 entrants: Top 3 split (60% / 30% /10%) If 30-63 entrants: Top 4 split (53% / 27% / 13% / 7%) If 64-131 entrants: Top 6 split (50% / 25% / 13% / 7% / 2.5% / 2.5%) If 132 or more entrants: Top 8 split (48% / 24% / 12% / 7% / 3% / 3% / 1.5% / 1.5%) FYI: In team tournaments, "1 team" = "1 entrant."TOURNAMENT FORMAT AND RULES: A double elimination bracket will be used for all games with 8 or more players. Round robin will be used for games with fewer than 8 players if we feel there are enough setups and time to run RR. Primary seeding will be done by skill/performance. Top seeds will be granted to recognized top players and the highest-placing players from previous Gwinnett Brawls. Secondary seeding will be done by crew/region. If you are a member of a specific team/crew, then fill that in the "Prefix" field of your Smash.gg registration, or let us know your crew name when you sign up at the door. We will do our best to not match people from the same crew or region against each other in the first round. The remainder of the bracket will be seeded randomly. Competitors should not leave the tournament area without first asking permission from their bracket runners. You will be disqualified if you do not report to your matches in a timely manner. The winner of each match must report their victories to a bracket runner so that they can be recorded in the bracket. Please do what you can to keep the tournament moving along quickly. Keep button checks as brief as possible; they're not the place for you to show off your movement in Smash or to practice your TACs in Marvel. Once the tournament starts, do not play any casuals on the tournament stations until we clear a setup for casuals. We want to pack-up by midnight when possible and will not permit casuals or money matches to be played after this time at all. Do not bring setups for games that are not being played in the tournament without getting permission from us first. Unless we have extra room for it and you have paid the venue fee, we will ask you to remove any consoles or TVs that are running non-tournament games. UNIVERSAL GAME RULES: Game options are generally set to their default values unless otherwise specified below. Unless players can agree on the stage to play, stage selection is random (except for games which have their own stage rules, like Smash Bros). Most tournament matches are best 2-out-of-3 games per set (unless otherwise specified in individual game rules below). Winners final, losers final, and grand final are commonly run 3-out-of-5 games per set (if time permits). This can change on a per-tournament basis depending on how much time we have to run the event; check with your bracket runner if you are unsure of the set length. The winner of a game usually has to keep the same selections (character, assist, team, etc.) for the next game except in instances specified below. Glitches that halt gameplay entirely (e.g. anything that causes the game to freeze) and exploits that are only possible via hacking (e.g. Galactus and duplicate characters in UMvC3) are banned. Other glitches will be judged at the tournament organizers' discretion. A draw game counts as a win for both players, and the next game of the set (if required) must be played with identical settings (same characters, stage, etc). If a draw causes both players to reach set point, then an extra tiebreaker game will be played. Pausing a game in progress will allow your opponent to take the current round (in traditional fighters) or your current stock (in Smash). Exceptions will be made in instances of "inevitability" (e.g. pausing in the middle of a cinematic super attack that is guaranteed to KO the opponent anyway). All in-game button config options (e.g. 3-punches, one-button dash) are allowed. Turbo fire and other hardware-assisted mechanisms are forbidden. Wired controllers are strongly encouraged in order to avoid syncing issues and to keep the tournament running smoothly. Wireless controllers are permitted, but you risk disqualification if your controller causes any mishaps in another player's match. PS4 players should remember to delete all old controller pairings every time they sit down to play a match. Wii U players should remove their controller batteries when not in use. Cronus brand converters are banned. The legality of all other controllers, sticks, and converters will be decided at the tournament organizers' discretion. You are responsible for your own controller/stick/converter. We cannot provide them for you. For PS4 games: when you sit down for your match, it is YOUR responsibility to delete old controller pairings from the previous matches. Make sure to delete all unused bluetooth devices from the system menu whenever you get ready to play a tournament match. If a non-competitor's controller disrupts your match, you and your opponent must ignore the disruption and continue playing as if there was no interference. If a disruption turns off the game entirely, then you must replay the game that was interrupted, using the same settings (characters, stage, etc) and maintaining the current win count. SUPER SMASH BROS. FOR WII U RULES:http://docs.google.com/document/d/1w1gZjt2xY7ARo1kA47h-rq-5b9p-IK7ROkg-sNt5wU0 Check this document for our current SSB4 rule set. Smash 4 Redemption Bracket: Any player who enters Smash 4 Singles and goes 0-2 in bracket will be eligible to compete in an extra, free-to-enter Redemption Bracket to be played at the end of Smash 4 Singles. This bracket will be single elimination, randomly seeded, and winner-takes-all with a cash prize equal to the number of participants. The prize for the Redemption Bracket is taken from the main pot for the Smash 4 Singles bracket. (Ex: If the total pot for Smash 4 Singles is $600, and 20 players enter the Redemption Bracket, then the main Singles Bracket will have a $580 prize pool to be split between the top 6 players, and the Redemption Bracket will have a $20 prize for the winner of that bracket.) To enter the Redemption Bracket, you must go to the registration desk and sign-up for it after you go 0-2 in Singles; we will not enter you into the bracket unless you actually sign-up for it. Anyone who wins a Redemption Bracket at GB is unable to compete in another Redemption Bracket at GB until further notice (in order to prevent players from abusing the system and intentionally sandbagging in Singles so that they can win an easy Redemption Bracket). Redemption Bracket results at other tournaments have no bearing on who can compete in GB's Redemption Brackets. In the case that we're unable to complete the Redemption Bracket before the end of the event, then every remaining player in the bracket will split the prize pool evenly.Pokkén TOURNAMENT RULES: Game Version : 1.01 (SWITCH VERSION) Sets are best of 3 until Winners, Losers, and Grand Finals which are best of 5 Controllers are BYOS (Bring Your Own Switch) Players are to leave their docks at a station and carry their Switch console with them. This is to lower the use of players needing to re-setup the dock during the tournament. If you do not own a console, you may borrow a switch from the Event Organizers while providing your driver's license as insurance or you may borrow from a friend. The following are what is used for the game settings: Round Points: 2 Stage: Fixed Battle Aerna Skill Level: Off Players may ask for a "button check" to ensure that all of their controls and buttons work as expected (please limit to ~30 seconds). All Characters, Supports, and Cheers are legal. After a game, Loser may change characters, support, and/or cheer skill. After a game, Winner cannot change characters but may change support and/or cheer skill. Any issues that may happen during a set will be handled with TO discretion, where the TO has all rights to any ruling deemed necessary. ULTIMATE MARVEL VS. CAPCOM 3 RULES: Best 3-out-of-5 games per set for the entire tournament Auto Super Jump = off The winner of a game must select the same characters, assists, and team order at the selection screen for the next game, but he may change character order at the loading screen. Banned stages: Daily Bugle STREET FIGHTER V RULES: PS3 legacy controllers are allowed. However, you must provide your own PS4 controller for syncing purposes, as we are not able to provide loaner controllers for you. You WILL be disqualified if you do not have your controller ready when your match is called. Neither Kanzuki Beach nor Skies of Honor may be used unless both players agree.
  7. Going forward, we would like for TOs to follow this outline when posting events on the forum and the calendar. This is to maintain quality presentation for events (even if you're linking to another site) on our site, and to clarify all possible questions for potential participants. Anyone that have questions, please feel free to ask! [Regional/Major/National/International] [Region] - Event Name Synopsis of Event Brief Description of Event or Venue Date of Event Venue Name Event Schedule Registration Times (For Major Events) Price Increase Deadlines Registration Deadlines Tournament Start Time General Rules Round Points Set to (Insert # Here) Stage Set to (Insert Here) Skills Level Set to (Insert Here) Explanation of Double Blind Picks Explanation of Match Win/Loss Restrictions List of Legal Controllers Payout Structure List breakdown via percentages Contact(s) Stream Link(s) Social Media Link(s) Event Link(s) to Facebook / Smashgg / Etc. An Example Post: [National] [SouthEast] - Pokkén Bashies Pokkén Tournament DX first national event! Pokkén Bashies is returning for a another installment to bring the hype that was left at last year. Being near the beautiful Salt Lake Bay, players can get their salt while drowning in pools LOCATION: Blue Sunrise Hotel 10/21/2017 ~ 10/23/2017 REGISTRATION: You can register at PokkenBashies.booty Game registration - $10 per game 9/22 - 10/1 : $35 venue fee 10/2 - 10/15 : $45 venue fee On-site registration : $55 venue fee EVENT SCHEDULE: FRIDAY 10am - 11am : Onsite Registration & Check-In 12pm - 2pm : 3on3 Wave 1 Pools (1 - 4) 2pm - 4pm : 3on3 Wave 2 Pools (4 - 8) 5pm - 8pm : 3on3 Top 32 Bracket SATURDAY 10am - 11am : Onsite Registration & Check-In 12pm - 2pm : 1v1 Wave 1 Pools (1 - 4) 2pm - 4pm : 1v1 Wave 2 Pools (4 - 8) 5pm - 8pm : 1v1 Top 32 Bracket SUNDAY 12pm - 3pm : Top 8 3on3 3pm - 6pm : Top 8 1v1 8pm : Tournament Closing PAYOUTS: 32 or less entrants : 1st - 70% / 2nd - 20% / 3rd - 10% 64 or less entrants : 1st - 60% / 2nd - 25% / 3rd - 10% / 4th - 5% 256 or less entrants : 1st - 45% / 2nd - 20% / 3rd - 12% / 4th - 8% / 5th - 5% / 7th - 2.5% GAME RULES: Game Version : 1.3 Sets are best of 3 until Winners, Losers, and Grand Finals which are best of 5 Controllers are BYOC The following are what is used for the game settings: Use Wii U Player Data: No Round Points: 2 Stage: Stadium (Random is allowed only if both players agree) Skill Level: Off Players may ask for a "button check" to ensure that all of their controls and buttons work as expected (please limit to ~30 seconds). All Characters, Supports, and Cheers are legal. If Random stage was agreed upon, the stage "Dark Colosseum" cannot be used. If it is the stage that appears, the game must be reset to get a different stage. After a game, Loser may change characters, support, and/or cheer skill. After a game, Winner cannot change characters but may change support and/or cheer skill. At the end of a set, all controls are required to be set back to default & players are required to exit to the title screen to prevent controller sync issues. Any issues that may happen during a set will be handled with TO discretion, where the TO has all rights to any ruling deemed necessary. CONTACTS: TO : John Chad Veiling Stream : www.twitch.tv/ChadJohningBooties
  8. With Pokkén Tournament events moving to the Nintendo Switch, many organizers are wary of security. The console is friendly to portability but sacrifices ways to minimize theft. This thread is to bring up the current issues and present possible solutions to an issue Nintendo-related events will be dealing with. Zip ties are a cheap option to secure the switch to the dock by wrapping the ties around the system vertically. With each strap tightly locked on each side, the switch cannot be removed until the zip ties are cut off. This also helps secure the cartridge slot from being tampered and prevent the cable connector slot from being fully opened. The zip ties can be removed by sliding them off. Depending on how tight they are placed around the dock changes how feasible a thief can remove the ties without looking suspicious; however, this does not stop a thief from taking the console and dock at the same time. It is possible that the cables can prevent a thief from running with a system, but this needs to explore more in-depth. To counteract this, we would have to use a rope, cable lock, or another zip tie to lock the system to a monitor or table. Pictures are included in the spoiler's tab. Similar to BestBuy, Gamestop, and E3 presentations, a display box can be utilized for security. These boxes would need to be custom made for a number of reasons: cables, headphone jack(?), ventilation, and a hole for anchoring the display box. A shoe box could be used but does not possess the strength to withstand any beatings a thief might do to access the switch. To counteract potential physical abuse, there are acrylic display boxes that can be customed made on the website Alibaba. The downside to ordering off the site is that any order needs to be done in bulk. Below are pictures of two display boxes on the site that can be customed made for switch use. Pictures are included in the spoiler's tab. BYOS has been a heated discussion due to the portability the switch provides participants. Players would be responsible for their switch console as if it was their own controller, similar to Pokemon VGC. Tournament Organizers would only need to provide a dock, a LAN adapter, cables, and a monitor. This places the responsibility to the players for keeping up with their console as the dock is useless on its own. There are a few negatives that stem from who is in charge of the equipment. Traditionally in the fighting game community, the tournament organizers are responsible for all the equipment except for the controller (and sometimes headphones). Pokemon VGC and Card Games all have the equipment in charge towards the players. On paper, this sounds ideal but brings doubt to Tournament Organizers since players can leave the system at home and reduce potential setups. Couple it with the shortage of switch consoles (and few who lack money to purchase a switch) and organizers will be hard pressed to rely on this option for running tournaments. Meshing the two propositions, event and player setups (BYOS), together is another idea to implement for tournaments. By requesting the community to function akin to Pokemon VGC, Tournament Organizers require fewer setups of their own to be observed constantly. This presents a level of trust between the players and tournament organizers to create ample setups and prevent as many bottlenecks as possible. Tournament organizers will have an issue where a potential majority of the players will not possess a console, and finding methods to minimize downtime will be crucial as Pokkén entrants increase. While DX is quickly approaching its release date, the community continues to look for solutions to alleviate the uncertainty of security that is absent from the Switch. There are still a handful of unanswered questions to security, and finding the solution to this problem could take months.
  9. Scatz

    Pokkén in Australia.

    When the details get fleshed out, make an event post on the PA calendar.
  10. Scatz

    Gwinnett Brawl September Monthly

    ONLINE REGISTRATION LINK:REGISTER HERE!!! Facebook Link: https://www.facebook.com/events/413755385684376 Registration for each game closes 30 minutes before that game's bracket begins. Whether you sign-up online or in person, you must finish registration half an hour before the starting times listed below.LINE-UP AND SCHEDULE: 12:00 PM: Set-up & On-Site Registration Begins 2:00 PM: Pokkén, Blazblue 3:00 PM: Smash 4 teams, Injustice 2 4:00 PM: Guilty Gear Xrd REV 2 5:00 PM: Smash 4 singles, Marvel 3, Puyo Puyo Tetris 6:00 PM: Street Fighter V 6:30 PM: Tekken 7 WE ARE NO LONGER ACCEPTING LATE SIGN-UPS VIA PHONE OR FACEBOOK. You MUST get to the venue before the tournament starts in order to register at the door. If you register online, we will put you in the bracket even if you're late, but if you do not arrive by the end of the 1st round of the tournament, then you will be kicked down to the losers bracket. If you do not arrive by the end of the 1st round of losers, then you will be disqualified from the tournament altogether.STREAMS: GB Dojo - https://www.twitch.tv/gbdojo TypoHouseGames - https://www.twitch.tv/typohousegames Data FGC - https://www.twitch.tv/datafgcFOLLOW US:twitter.com/gbdojo for live updatesyoutube.com/gwinnettbrawl for stream archivesCOST OF ENTRY: $7 venue fee per player (can be waived; see info below) $5 entry fee per player per game Example: If you want to play in Smash 4 singles ($5), Smash 4 teams ($5), and Street Fighter ($5), then the total cost for you would be $22. If your venue fee is waived (see below), then it would be $15."LONGEST TRIP" REWARD: We will waive the $7 venue fee for the driver who makes the longest trip to the Gwinnett Brawl venue. At registration, present your driver's license and the shortest Google Maps trip route from your home to the venue (either on your phone or on a print-out, with the total mileage clearly visible). The trip length must be at least 100 miles long in order to be eligible for a venue fee waiver.BRINGING A SETUP: If we need additional setups for any of the tournament games and if you can bring one for us, then we'll waive your $7 venue fee. A full setup includes: display, console, game, plus anything else needed to run it (e.g. a Gamecube controller adapter for Smash 4, a memory card for Melee, etc). You should also have all tournament-legal gameplay content available (unlockables/DLC). Our preferred displays for tournament play are LOW-LATENCY 1080p LCD COMPUTER MONITORS with HDMI input. We will accept any such monitor that is rated 10ms or lower by DisplayLag (displaylag.com/display-database) or by other reputable sites using the same test method (Leo Bodnar device, average measurement). HDTVs tend to lag more than computer monitors and are unlikely to be accepted unless we can verify that they meet this threshold. We have a lag testing device that we can use if you wish to have your display tested.PAYOUT STRUCTURE:The prize pool for each game is taken from the entry fees for that game and split among the winners based on the number of entrants for that game. If 2-5 entrants: Winner takes all If 6-13 entrants: Top 2 split (66% / 33%) If 14-29 entrants: Top 3 split (60% / 30% /10%) If 30-63 entrants: Top 4 split (53% / 27% / 13% / 7%) If 64-131 entrants: Top 6 split (50% / 25% / 13% / 7% / 2.5% / 2.5%) If 132 or more entrants: Top 8 split (48% / 24% / 12% / 7% / 3% / 3% / 1.5% / 1.5%) FYI: In team tournaments, "1 team" = "1 entrant."TOURNAMENT FORMAT AND RULES: A double elimination bracket will be used for all games with 8 or more players. Round robin will be used for games with fewer than 8 players if we feel there are enough setups and time to run RR. Primary seeding will be done by skill/performance. Top seeds will be granted to recognized top players and the highest-placing players from previous Gwinnett Brawls. Secondary seeding will be done by crew/region. If you are a member of a specific team/crew, then fill that in the "Prefix" field of your Smash.gg registration, or let us know your crew name when you sign up at the door. We will do our best to not match people from the same crew or region against each other in the first round. The remainder of the bracket will be seeded randomly. Competitors should not leave the tournament area without first asking permission from their bracket runners. You will be disqualified if you do not report to your matches in a timely manner. The winner of each match must report their victories to a bracket runner so that they can be recorded in the bracket. Please do what you can to keep the tournament moving along quickly. Keep button checks as brief as possible; they're not the place for you to show off your movement in Smash or to practice your TACs in Marvel. Once the tournament starts, do not play any casuals on the tournament stations until we clear a setup for casuals. We want to pack-up by midnight when possible and will not permit casuals or money matches to be played after this time at all. Do not bring setups for games that are not being played in the tournament without getting permission from us first. Unless we have extra room for it and you have paid the venue fee, we will ask you to remove any consoles or TVs that are running non-tournament games. UNIVERSAL GAME RULES: Game options are generally set to their default values unless otherwise specified below. Unless players can agree on the stage to play, stage selection is random (except for games which have their own stage rules, like Smash Bros). Most tournament matches are best 2-out-of-3 games per set (unless otherwise specified in individual game rules below). Winners final, losers final, and grand final are commonly run 3-out-of-5 games per set (if time permits). This can change on a per-tournament basis depending on how much time we have to run the event; check with your bracket runner if you are unsure of the set length. The winner of a game usually has to keep the same selections (character, assist, team, etc.) for the next game except in instances specified below. Glitches that halt gameplay entirely (e.g. anything that causes the game to freeze) and exploits that are only possible via hacking (e.g. Galactus and duplicate characters in UMvC3) are banned. Other glitches will be judged at the tournament organizers' discretion. A draw game counts as a win for both players, and the next game of the set (if required) must be played with identical settings (same characters, stage, etc). If a draw causes both players to reach set point, then an extra tiebreaker game will be played. Pausing a game in progress will allow your opponent to take the current round (in traditional fighters) or your current stock (in Smash). Exceptions will be made in instances of "inevitability" (e.g. pausing in the middle of a cinematic super attack that is guaranteed to KO the opponent anyway). All in-game button config options (e.g. 3-punches, one-button dash) are allowed. Turbo fire and other hardware-assisted mechanisms are forbidden. Wired controllers are strongly encouraged in order to avoid syncing issues and to keep the tournament running smoothly. Wireless controllers are permitted, but you risk disqualification if your controller causes any mishaps in another player's match. PS4 players should remember to delete all old controller pairings every time they sit down to play a match. Wii U players should remove their controller batteries when not in use. Cronus brand converters are banned. The legality of all other controllers, sticks, and converters will be decided at the tournament organizers' discretion. You are responsible for your own controller/stick/converter. We cannot provide them for you. For PS4 games: when you sit down for your match, it is YOUR responsibility to delete old controller pairings from the previous matches. Make sure to delete all unused bluetooth devices from the system menu whenever you get ready to play a tournament match. If a non-competitor's controller disrupts your match, you and your opponent must ignore the disruption and continue playing as if there was no interference. If a disruption turns off the game entirely, then you must replay the game that was interrupted, using the same settings (characters, stage, etc) and maintaining the current win count. SUPER SMASH BROS. FOR WII U RULES:http://docs.google.com/document/d/1w1gZjt2xY7ARo1kA47h-rq-5b9p-IK7ROkg-sNt5wU0 Check this document for our current SSB4 rule set. Smash 4 Redemption Bracket: Any player who enters Smash 4 Singles and goes 0-2 in bracket will be eligible to compete in an extra, free-to-enter Redemption Bracket to be played at the end of Smash 4 Singles. This bracket will be single elimination, randomly seeded, and winner-takes-all with a cash prize equal to the number of participants. The prize for the Redemption Bracket is taken from the main pot for the Smash 4 Singles bracket. (Ex: If the total pot for Smash 4 Singles is $600, and 20 players enter the Redemption Bracket, then the main Singles Bracket will have a $580 prize pool to be split between the top 6 players, and the Redemption Bracket will have a $20 prize for the winner of that bracket.) To enter the Redemption Bracket, you must go to the registration desk and sign-up for it after you go 0-2 in Singles; we will not enter you into the bracket unless you actually sign-up for it. Anyone who wins a Redemption Bracket at GB is unable to compete in another Redemption Bracket at GB until further notice (in order to prevent players from abusing the system and intentionally sandbagging in Singles so that they can win an easy Redemption Bracket). Redemption Bracket results at other tournaments have no bearing on who can compete in GB's Redemption Brackets. In the case that we're unable to complete the Redemption Bracket before the end of the event, then every remaining player in the bracket will split the prize pool evenly.Pokkén TOURNAMENT RULES: Game Version : 1.3 Sets are best of 3 until Winners, Losers, and Grand Finals which are best of 5 Controllers are BYOC The following are what is used for the game settings: Use Wii U Player Data: No Round Points: 2 Stage: Stadium (Random is allowed only if both players agree) Skill Level: Off Players may ask for a "button check" to ensure that all of their controls and buttons work as expected (please limit to ~30 seconds). All Characters, Supports, and Cheers are legal. If Random stage was agreed upon, the stage "Dark Colosseum" cannot be used. If it is the stage that appears, the game must be reset to get a different stage. After a game, Loser may change characters, support, and/or cheer skill. After a game, Winner cannot change characters but may change support and/or cheer skill. At the end of a set, all controls are required to be set back to default & players are required to exit to the title screen to prevent controller sync issues. Any issues that may happen during a set will be handled with TO discretion, where the TO has all rights to any ruling deemed necessary. ULTIMATE MARVEL VS. CAPCOM 3 RULES: Best 3-out-of-5 games per set for the entire tournament Auto Super Jump = off The winner of a game must select the same characters, assists, and team order at the selection screen for the next game, but he may change character order at the loading screen. Banned stages: Daily Bugle STREET FIGHTER V RULES: PS3 legacy controllers are allowed. However, you must provide your own PS4 controller for syncing purposes, as we are not able to provide loaner controllers for you. You WILL be disqualified if you do not have your controller ready when your match is called. Neither Kanzuki Beach nor Skies of Honor may be used unless both players agree.
  11. Scatz

    Gwinnett Brawl

    FACEBOOK LINK: https://www.facebook.com/events/972341659572319/ SMASHGG REGISTRATION LINK: TBA LOCATION: THE WASTELAND GAMING - 3700 Satellite Blvd #7B, Duluth, GA 30096 Registration for each game closes 30 minutes before that game's bracket begins. Whether you sign-up online or in person, you must finish registration half an hour before the starting times listed below. LINE-UP AND SCHEDULE: 12:00 PM: set-up and on-site registration begins 2:00 PM: Pokkén, Blazblue 3:00 PM: Smash 4 teams, Injustice 4:00 PM: Guilty Gear Xrd REV 2 5:00 PM: Smash 4 singles, Marvel 3, Puyo Puyo Tetris 6:00 PM: Street Fighter V 6:30 PM: Tekken 7 WE ARE NO LONGER ACCEPTING LATE SIGN-UPS VIA PHONE OR FACEBOOK. You MUST get to the venue before the tournament starts in order to register at the door. If you register online, we will put you in the bracket even if you're late, but if you do not arrive by the end of the 1st round of the tournament, then you will be kicked down to the losers bracket. If you do not arrive by the end of the 1st round of losers, then you will be disqualified from the tournament altogether. STREAMS: TBA FOLLOW US: twitter.com/gbdojo for live updates youtube.com/gwinnettbrawl for stream archives https://www.facebook.com/GBrawl/ for facebook updates COST OF ENTRY: Venue Fee - $7 (can be waived; see info below) Entry Fee - $5 per Game Example: If you want to play in Smash 4 singles ($5), Smash 4 teams ($5), and Street Fighter ($5), then the total cost for you would be $22. If your venue fee is waived (see below), then it would be $15. "LONGEST TRIP" REWARD: We will waive the $7 venue fee for the driver who makes the longest trip to the Gwinnett Brawl venue. At registration, present your driver's license and the shortest Google Maps trip route from your home to the venue (either on your phone or on a print-out, with the total mileage clearly visible). The trip length must be at least 100 miles long in order to be eligible for a venue fee waiver. BRINGING A SETUP: Bringing an additional setup will waive your venue fee. A full setup includes: display, console, game, plus anything else required to run it (e.g. a Gamecube controller adapter for Smash 4, a memory card for Melee, etc). You should also have all tournament-legal gameplay content available (unlockables/DLC). Our preferred displays for tournament play are LOW-LATENCY 1080p LCD COMPUTER MONITORS with HDMI input. We will accept any such monitor that is rated 10ms or lower by DisplayLag (displaylag.com/display-database) or by other reputable sites using the same test method (Leo Bodnar device, average measurement). HDTVs tend to lag more than computer monitors and are unlikely to be accepted unless we can verify that they meet this threshold. We have a lag testing device that we can use if you wish to have your display tested. PAYOUT STRUCTURE: The prize pool for each game is taken from the entry fees for that game and split among the winners based on the number of entrants for that game. If 2-5 entrants: Winner takes all If 6-13 entrants: Top 2 split (2/3 for 1st; 1/3 for 2nd) If 14-29 entrants: Top 3 split (4/7 for 1st; 2/7 for 2nd; 1/7 for 3rd) If 30-63 entrants: Top 4 split (8/15 for 1st; 4/15 for 2nd; 2/15 for 3rd; 1/15 for 4th) If 64-131 entrants: Top 6 split (1/2 for 1st; 1/4 for 2nd; 1/8 for 3rd; 1/16 for 4th; 1/32 for 5th) If 132 or more entrants: Top 8 split (16/33 for 1st; 8/33 for 2nd; 4/33 for 3rd; 2/33 for 4th; 1/33 for 5th; 1/66 for 7th) FYI: In team tournaments, "1 team" = "1 entrant." TOURNAMENT FORMAT AND RULES: A double elimination bracket will be used for all games with 8 or more players. Round robin will be used for games with fewer than 8 players if we feel there are enough setups and time to run RR. Primary seeding will be done by skill/performance. Top seeds will be granted to recognized top players and the highest-placing players from previous Gwinnett Brawls. Secondary seeding will be done by crew/region. If you are a member of a specific team/crew, then fill that in the "Prefix" field of your Smash.gg registration, or let us know your crew name when you sign up at the door. We will do our best to not match people from the same crew or region against each other in the first round. The remainder of the bracket will be seeded randomly. Competitors should not leave the tournament area without first asking permission from their bracket runners. You will be disqualified if you do not report to your matches in a timely manner. The winner of each match must report their victories to a bracket runner so that they can be recorded in the bracket. Please do what you can to keep the tournament moving along quickly. Keep button checks as brief as possible; they're not the place for you to show off your movement in Smash or to practice your TACs in Marvel. Once the tournament starts, do not play any casuals on the tournament stations until we clear a setup for casuals. We want to pack-up by midnight when possible and will not permit casuals or money matches to be played after this time at all. Do not bring setups for games that are not being played in the tournament without getting permission from us first. Unless we have extra room for it and you have paid the venue fee, we will ask you to remove any consoles or TVs that are running non-tournament games. UNIVERSAL GAME RULES: Game options are generally set to their default values unless otherwise specified below. Unless players can agree on the stage to play, stage selection is random (except for games which have their own stage rules, like Smash Bros). Most tournament matches are best 2-out-of-3 games per set (unless otherwise specified in individual game rules below). Winners final, losers final, and grand final are commonly run 3-out-of-5 games per set (if time permits). This can change on a per-tournament basis depending on how much time we have to run the event; check with your bracket runner if you are unsure of the set length. The winner of a game usually has to keep the same selections (character, assist, team, etc.) for the next game except in instances specified below. Glitches that halt gameplay entirely (e.g. anything that causes the game to freeze) and exploits that are only possible via hacking (e.g. Galactus and duplicate characters in UMvC3) are banned. Other glitches will be judged at the tournament organizers' discretion. A draw game counts as a win for both players, and the next game of the set (if required) must be played with identical settings (same characters, stage, etc). If a draw causes both players to reach set point, then an extra tiebreaker game will be played. Pausing a game in progress will allow your opponent to take the current round (in traditional fighters) or your current stock (in Smash). Exceptions will be made in instances of "inevitability" (e.g. pausing in the middle of a cinematic super attack that is guaranteed to KO the opponent anyway). All in-game button config options (e.g. 3-punches, one-button dash) are allowed. Turbo fire and other hardware-assisted mechanisms are forbidden. Wired controllers are strongly encouraged in order to avoid syncing issues and to keep the tournament running smoothly. Wireless controllers are permitted, but you risk disqualification if your controller causes any mishaps in another player's match. PS4 players should remember to delete all old controller pairings every time they sit down to play a match. Wii U players should remove their controller batteries when not in use. Cronus brand converters are banned. The legality of all other controllers, sticks, and converters will be decided at the tournament organizers' discretion. You are responsible for your own controller/stick/converter. We cannot provide them for you. For PS4 games: when you sit down for your match, it is YOUR responsibility to delete old controller pairings from the previous matches. Make sure to delete all unused bluetooth devices from the system menu whenever you get ready to play a tournament match. If a non-competitor's controller disrupts your match, you and your opponent must ignore the disruption and continue playing as if there was no interference. If a disruption turns off the game entirely, then you must replay the game that was interrupted, using the same settings (characters, stage, etc) and maintaining the current win count. SUPER SMASH BROS. FOR WII U RULES: Smash 4 WiiU Ruleset Check the document above for our current SSB4 rule set. Smash 4 Redemption Bracket: Any player who enters Smash 4 Singles and goes 0-2 in bracket will be eligible to compete in an extra, free-to-enter Redemption Bracket to be played at the end of Smash 4 Singles. This bracket will be single elimination, randomly seeded, and winner-takes-all with a cash prize equal to the number of participants. The prize for the Redemption Bracket is taken from the main pot for the Smash 4 Singles bracket. (Ex: If the total pot for Smash 4 Singles is $600, and 20 players enter the Redemption Bracket, then the main Singles Bracket will have a $580 prize pool to be split between the top 6 players, and the Redemption Bracket will have a $20 prize for the winner of that bracket.) To enter the Redemption Bracket, you must go to the registration desk and sign-up for it after you go 0-2 in Singles; we will not enter you into the bracket unless you actually sign-up for it. Anyone who wins a Redemption Bracket at GB is unable to compete in another Redemption Bracket at GB until further notice (in order to prevent players from abusing the system and intentionally sandbagging in Singles so that they can win an easy Redemption Bracket). Redemption Bracket results at other tournaments have no bearing on who can compete in GB's Redemption Brackets. In the case that we're unable to complete the Redemption Bracket before the end of the event, then every remaining player in the bracket will split the prize pool evenly. Pokkén TOURNAMENT RULES: LAN Mode Skill = Off Stadium Only Loser of last game may change fighter Pokemon. Winner cannot change fighter Pokemon. Both players may change assist sets and cheer type between games. ULTIMATE MARVEL VS. CAPCOM 3 RULES: Best 3-out-of-5 games per set for the entire tournament Auto Super Jump = off The winner of a game must select the same characters, assists, and team order at the selection screen for the next game, but he may change character order at the loading screen. Banned stages: Daily Bugle STREET FIGHTER V RULES: PS3 legacy controllers are allowed. However, you must provide your own PS4 controller for syncing purposes, as we are not able to provide loaner controllers for you. You WILL be disqualified if you do not have your controller ready when your match is called. Neither Kanzuki Beach nor Skies of Honor may be used unless both players agree.
  12. Scatz

    Gwinnett Brawl

    ONLINE REGISTRATION LINK: TBA Facebook Link: https://www.facebook.com/events/413755385684376 Registration for each game closes 30 minutes before that game's bracket begins. Whether you sign-up online or in person, you must finish registration half an hour before the starting times listed below. LINE-UP AND SCHEDULE: 12:00 PM: set-up and on-site registration begins 2:00 PM: Pokkén, Blazblue 3:00 PM: Smash 4 teams, Injustice 2 4:00 PM: Guilty Gear Xrd REV 2 5:00 PM: Smash 4 singles, Marvel 3, Puyo Puyo Tetris 6:00 PM: Street Fighter V 6:30 PM: Tekken 7 WE ARE NO LONGER ACCEPTING LATE SIGN-UPS VIA PHONE OR FACEBOOK. You MUST get to the venue before the tournament starts in order to register at the door. If you register online, we will put you in the bracket even if you're late, but if you do not arrive by the end of the 1st round of the tournament, then you will be kicked down to the losers bracket. If you do not arrive by the end of the 1st round of losers, then you will be disqualified from the tournament altogether. STREAMS: TBA FOLLOW US: twitter.com/gbdojo for live updates youtube.com/gwinnettbrawl for stream archives COST OF ENTRY: $7 venue fee per player (can be waived; see info below) $5 entry fee per player per game Example: If you want to play in Smash 4 singles ($5), Smash 4 teams ($5), and Street Fighter ($5), then the total cost for you would be $22. If your venue fee is waived (see below), then it would be $15. "LONGEST TRIP" REWARD: We will waive the $7 venue fee for the driver who makes the longest trip to the Gwinnett Brawl venue. At registration, present your driver's license and the shortest Google Maps trip route from your home to the venue (either on your phone or on a print-out, with the total mileage clearly visible). The trip length must be at least 100 miles long in order to be eligible for a venue fee waiver. BRINGING A SETUP: If we need additional setups for any of the tournament games and if you can bring one for us, then we'll waive your $7 venue fee. A full setup includes: display, console, game, plus anything else needed to run it (e.g. a Gamecube controller adapter for Smash 4, a memory card for Melee, etc). You should also have all tournament-legal gameplay content available (unlockables/DLC). Our preferred displays for tournament play are LOW-LATENCY 1080p LCD COMPUTER MONITORS with HDMI input. We will accept any such monitor that is rated 10ms or lower by DisplayLag (displaylag.com/display-database) or by other reputable sites using the same test method (Leo Bodnar device, average measurement). HDTVs tend to lag more than computer monitors and are unlikely to be accepted unless we can verify that they meet this threshold. We have a lag testing device that we can use if you wish to have your display tested. For Melee, you should bring an SD CRT instead of an HDTV or monitor. PAYOUT STRUCTURE: The prize pool for each game is taken from the entry fees for that game and split among the winners based on the number of entrants for that game. * If 2-5 entrants: Winner takes all * If 6-13 entrants: Top 2 split (2/3 for 1st; 1/3 for 2nd) * If 14-29 entrants: Top 3 split (4/7 for 1st; 2/7 for 2nd; 1/7 for 3rd) * If 30-63 entrants: Top 4 split (8/15 for 1st; 4/15 for 2nd; 2/15 for 3rd; 1/15 for 4th) * If 64-131 entrants: Top 6 split (1/2 for 1st; 1/4 for 2nd; 1/8 for 3rd; 1/16 for 4th; 1/32 for 5th) * If 132 or more entrants: Top 8 split (16/33 for 1st; 8/33 for 2nd; 4/33 for 3rd; 2/33 for 4th; 1/33 for 5th; 1/66 for 7th) FYI: In team tournaments, "1 team" = "1 entrant." TOURNAMENT FORMAT AND RULES: A double elimination bracket will be used for all games with 8 or more players. Round robin will be used for games with fewer than 8 players if we feel there are enough setups and time to run RR. Primary seeding will be done by skill/performance. Top seeds will be granted to recognized top players and the highest-placing players from previous Gwinnett Brawls. Secondary seeding will be done by crew/region. If you are a member of a specific team/crew, then fill that in the "Prefix" field of your Smash.gg registration, or let us know your crew name when you sign up at the door. We will do our best to not match people from the same crew or region against each other in the first round. The remainder of the bracket will be seeded randomly. Competitors should not leave the tournament area without first asking permission from their bracket runners. You will be disqualified if you do not report to your matches in a timely manner. The winner of each match must report their victories to a bracket runner so that they can be recorded in the bracket. Please do what you can to keep the tournament moving along quickly. Keep button checks as brief as possible; they're not the place for you to show off your movement in Smash or to practice your TACs in Marvel. Once the tournament starts, do not play any casuals on the tournament stations until we clear a setup for casuals. We want to pack-up by midnight when possible and will not permit casuals or money matches to be played after this time at all. Do not bring setups for games that are not being played in the tournament without getting permission from us first. Unless we have extra room for it and you have paid the venue fee, we will ask you to remove any consoles or TVs that are running non-tournament games. UNIVERSAL GAME RULES: Game options are generally set to their default values unless otherwise specified below. Unless players can agree on the stage to play, stage selection is random (except for games which have their own stage rules, like Smash Bros). Most tournament matches are best 2-out-of-3 games per set (unless otherwise specified in individual game rules below). Winners final, losers final, and grand final are commonly run 3-out-of-5 games per set (if time permits). This can change on a per-tournament basis depending on how much time we have to run the event; check with your bracket runner if you are unsure of the set length. The winner of a game usually has to keep the same selections (character, assist, team, etc.) for the next game except in instances specified below. Glitches that halt gameplay entirely (e.g. anything that causes the game to freeze) and exploits that are only possible via hacking (e.g. Galactus and duplicate characters in UMvC3) are banned. Other glitches will be judged at the tournament organizers' discretion. A draw game counts as a win for both players, and the next game of the set (if required) must be played with identical settings (same characters, stage, etc). If a draw causes both players to reach set point, then an extra tiebreaker game will be played. Pausing a game in progress will allow your opponent to take the current round (in traditional fighters) or your current stock (in Smash). Exceptions will be made in instances of "inevitability" (e.g. pausing in the middle of a cinematic super attack that is guaranteed to KO the opponent anyway). All in-game button config options (e.g. 3-punches, one-button dash) are allowed. Turbo fire and other hardware-assisted mechanisms are forbidden. Wired controllers are strongly encouraged in order to avoid syncing issues and to keep the tournament running smoothly. Wireless controllers are permitted, but you risk disqualification if your controller causes any mishaps in another player's match. PS4 players should remember to delete all old controller pairings every time they sit down to play a match. Wii U players should remove their controller batteries when not in use. Cronus brand converters are banned. The legality of all other controllers, sticks, and converters will be decided at the tournament organizers' discretion. You are responsible for your own controller/stick/converter. We cannot provide them for you. For PS4 games: when you sit down for your match, it is YOUR responsibility to delete old controller pairings from the previous matches. Make sure to delete all unused bluetooth devices from the system menu whenever you get ready to play a tournament match. If a non-competitor's controller disrupts your match, you and your opponent must ignore the disruption and continue playing as if there was no interference. If a disruption turns off the game entirely, then you must replay the game that was interrupted, using the same settings (characters, stage, etc) and maintaining the current win count. SUPER SMASH BROS. FOR WII U RULES: http://docs.google.com/document/d/1w1gZjt2xY7ARo1kA47h-rq-5b9p-IK7ROkg-sNt5wU0 Check this document for our current SSB4 rule set. Smash 4 Redemption Bracket: Any player who enters Smash 4 Singles and goes 0-2 in bracket will be eligible to compete in an extra, free-to-enter Redemption Bracket to be played at the end of Smash 4 Singles. This bracket will be single elimination, randomly seeded, and winner-takes-all with a cash prize equal to the number of participants. The prize for the Redemption Bracket is taken from the main pot for the Smash 4 Singles bracket. (Ex: If the total pot for Smash 4 Singles is $600, and 20 players enter the Redemption Bracket, then the main Singles Bracket will have a $580 prize pool to be split between the top 6 players, and the Redemption Bracket will have a $20 prize for the winner of that bracket.) To enter the Redemption Bracket, you must go to the registration desk and sign-up for it after you go 0-2 in Singles; we will not enter you into the bracket unless you actually sign-up for it. Anyone who wins a Redemption Bracket at GB is unable to compete in another Redemption Bracket at GB until further notice (in order to prevent players from abusing the system and intentionally sandbagging in Singles so that they can win an easy Redemption Bracket). Redemption Bracket results at other tournaments have no bearing on who can compete in GB's Redemption Brackets. In the case that we're unable to complete the Redemption Bracket before the end of the event, then every remaining player in the bracket will split the prize pool evenly. Pokkén TOURNAMENT RULES: - LAN Mode - Skill = Off - Stadium Only - Loser of last game may change fighter Pokemon. - Both players may change assist sets and cheer type between games. ULTIMATE MARVEL VS. CAPCOM 3 RULES: - best 3-out-of-5 games per set for the entire tournament - Auto Super Jump = off - The winner of a game must select the same characters, assists, and team order at the selection screen for the next game, but he may change character order at the loading screen. - Banned stages: Daily Bugle STREET FIGHTER V RULES: PS3 legacy controllers are allowed. However, you must provide your own PS4 controller for syncing purposes, as we are not able to provide loaner controllers for you. You WILL be disqualified if you do not have your controller ready when your match is called. Neither Kanzuki Beach nor Skies of Honor may be used unless both players agree.
  13. Scatz

    Gwinnett Brawl (Nintendo Edition)

    ONLINE REGISTRATION LINK: Click here to sign up! Facebook Link : https://www.facebook.com/events/1475369012515645 Registration for each game closes 30 minutes before that game's bracket begins. Whether you sign-up online or in person, you must finish registration half an hour before the starting times listed below. LINE-UP AND SCHEDULE: 12:00 PM: set-up and on-site registration begins 2:00 PM: Pokkén 3:00 PM: Smash 4 teams 4:00 PM: ARMS (tentative) 5:00 PM: Smash 4 singles WE ARE NO LONGER ACCEPTING LATE SIGN-UPS VIA PHONE OR FACEBOOK. You MUST get to the venue before the tournament starts in order to register at the door. If you register online, we will put you in the bracket even if you're late, but if you do not arrive by the end of the 1st round of the tournament, then you will be kicked down to the losers bracket. If you do not arrive by the end of the 1st round of losers, then you will be disqualified from the tournament altogether. STREAMS: twitch.tv/typohousegames - Pokkén, SSB4 FOLLOW US: twitter.com/gbdojo for live updates youtube.com/gwinnettbrawl for stream archives COST OF ENTRY: $7 venue fee per player (can be waived; see info below) $5 entry fee per player per game Example: If you want to play in Smash 4 singles ($5), Smash 4 teams ($5), and Street Fighter ($5), then the total cost for you would be $22. If your venue fee is waived (see below), then it would be $15. "LONGEST TRIP" REWARD: We will waive the $7 venue fee for the driver who makes the longest trip to the Gwinnett Brawl venue. At registration, present your driver's license and the shortest Google Maps trip route from your home to the venue (either on your phone or on a print-out, with the total mileage clearly visible). The trip length must be at least 100 miles long in order to be eligible for a venue fee waiver. BRINGING A SETUP: If we need additional setups for any of the tournament games and if you can bring one for us, then we'll waive your $7 venue fee. A full setup includes: display, console, game, plus anything else needed to run it (e.g. a Gamecube controller adapter for Smash 4). You should also have all tournament-legal gameplay content available (unlockables/DLC). Our preferred displays for tournament play are LOW-LATENCY 1080p LCD COMPUTER MONITORS with HDMI input. We will accept any such monitor that is rated 10ms or lower by DisplayLag (displaylag.com/display-database) or by other reputable sites using the same test method (Leo Bodnar device, average measurement). HDTVs tend to lag more than computer monitors and are unlikely to be accepted unless we can verify that they meet this threshold. We have a lag testing device that we can use if you wish to have your display tested. PAYOUT STRUCTURE: The prize pool for each game is taken from the entry fees for that game and split among the winners based on the number of entrants for that game. * If 2-5 entrants: Winner takes all * If 6-13 entrants: Top 2 split (2/3 for 1st; 1/3 for 2nd) * If 14-29 entrants: Top 3 split (4/7 for 1st; 2/7 for 2nd; 1/7 for 3rd) * If 30-63 entrants: Top 4 split (8/15 for 1st; 4/15 for 2nd; 2/15 for 3rd; 1/15 for 4th) * If 64-131 entrants: Top 6 split (1/2 for 1st; 1/4 for 2nd; 1/8 for 3rd; 1/16 for 4th; 1/32 for 5th) * If 132 or more entrants: Top 8 split (16/33 for 1st; 8/33 for 2nd; 4/33 for 3rd; 2/33 for 4th; 1/33 for 5th; 1/66 for 7th) FYI: In team tournaments, "1 team" = "1 entrant." TOURNAMENT FORMAT AND RULES: A double elimination bracket will be used for all games with 8 or more players. Round robin will be used for games with fewer than 8 players if we feel there are enough setups and time to run RR. Primary seeding will be done by skill/performance. Top seeds will be granted to recognized top players and the highest-placing players from previous Gwinnett Brawls. Secondary seeding will be done by crew/region. If you are a member of a specific team/crew, then fill that in the "Prefix" field of your Smash.gg registration, or let us know your crew name when you sign up at the door. We will do our best to not match people from the same crew or region against each other in the first round. The remainder of the bracket will be seeded randomly. Competitors should not leave the tournament area without first asking permission from their bracket runners. You will be disqualified if you do not report to your matches in a timely manner. The winner of each match must report their victories to a bracket runner so that they can be recorded in the bracket. Please do what you can to keep the tournament moving along quickly. Keep button checks as brief as possible; they're not the place for you to show off your movement in Smash or to practice your TACs in Marvel. Once the tournament starts, do not play any casuals on the tournament stations until we clear a setup for casuals. We want to pack-up by midnight when possible and will not permit casuals or money matches to be played after this time at all. Do not bring setups for games that are not being played in the tournament without getting permission from us first. Unless we have extra room for it and you have paid the venue fee, we will ask you to remove any consoles or TVs that are running non-tournament games. UNIVERSAL GAME RULES: Game options are generally set to their default values unless otherwise specified below. Unless players can agree on the stage to play, stage selection is random (except for games which have their own stage rules, like Smash Bros). Most tournament matches are best 2-out-of-3 games per set (unless otherwise specified in individual game rules below). Winners final, losers final, and grand final are commonly run 3-out-of-5 games per set (if time permits). This can change on a per-tournament basis depending on how much time we have to run the event; check with your bracket runner if you are unsure of the set length. The winner of a game usually has to keep the same selections (character, assist, team, etc.) for the next game except in instances specified below. Glitches that halt gameplay entirely (e.g. anything that causes the game to freeze) and exploits that are only possible via hacking (e.g. Galactus and duplicate characters in UMvC3) are banned. Other glitches will be judged at the tournament organizers' discretion. A draw game counts as a win for both players, and the next game of the set (if required) must be played with identical settings (same characters, stage, etc). If a draw causes both players to reach set point, then an extra tiebreaker game will be played. Pausing a game in progress will allow your opponent to take the current round (in traditional fighters) or your current stock (in Smash). Exceptions will be made in instances of "inevitability" (e.g. pausing in the middle of a cinematic super attack that is guaranteed to KO the opponent anyway). All in-game button config options (e.g. 3-punches, one-button dash) are allowed. Turbo fire and other hardware-assisted mechanisms are forbidden. Wired controllers are strongly encouraged in order to avoid syncing issues and to keep the tournament running smoothly. Wireless controllers are permitted, but you risk disqualification if your controller causes any mishaps in another player's match. PS4 players should remember to delete all old controller pairings every time they sit down to play a match. Wii U players should remove their controller batteries when not in use. Cronus brand converters are banned. The legality of all other controllers, sticks, and converters will be decided at the tournament organizers' discretion. You are responsible for your own controller/stick/converter. We cannot provide them for you. For PS4 games: when you sit down for your match, it is YOUR responsibility to delete old controller pairings from the previous matches. Make sure to delete all unused bluetooth devices from the system menu whenever you get ready to play a tournament match. If a non-competitor's controller disrupts your match, you and your opponent must ignore the disruption and continue playing as if there was no interference. If a disruption turns off the game entirely, then you must replay the game that was interrupted, using the same settings (characters, stage, etc) and maintaining the current win count. SUPER SMASH BROS. FOR WII U RULES: http://docs.google.com/document/d/1w1gZjt2xY7ARo1kA47h-rq-5b9p-IK7ROkg-sNt5wU0 Check this document for our current SSB4 rule set. Smash 4 Redemption Bracket: Any player who enters Smash 4 Singles and goes 0-2 in bracket will be eligible to compete in an extra, free-to-enter Redemption Bracket to be played at the end of Smash 4 Singles. This bracket will be single elimination, randomly seeded, and winner-takes-all with a cash prize equal to the number of participants. The prize for the Redemption Bracket is taken from the main pot for the Smash 4 Singles bracket. (Ex: If the total pot for Smash 4 Singles is $600, and 20 players enter the Redemption Bracket, then the main Singles Bracket will have a $580 prize pool to be split between the top 6 players, and the Redemption Bracket will have a $20 prize for the winner of that bracket.) To enter the Redemption Bracket, you must go to the registration desk and sign-up for it after you go 0-2 in Singles; we will not enter you into the bracket unless you actually sign-up for it. Anyone who wins a Redemption Bracket at GB is unable to compete in another Redemption Bracket at GB until further notice (in order to prevent players from abusing the system and intentionally sandbagging in Singles so that they can win an easy Redemption Bracket). Redemption Bracket results at other tournaments have no bearing on who can compete in GB's Redemption Brackets. In the case that we're unable to complete the Redemption Bracket before the end of the event, then every remaining player in the bracket will split the prize pool evenly. Pokkén TOURNAMENT RULES: - LAN Mode - Skill = Off - Stadium Only - Loser of last game may change fighter Pokemon. - Both players may change assist sets and cheer type between games.
  14. I like the discussion going on here. I'll add my opinions to this from a player and TO POV when I have an accessible computer.
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