
Jax Smash is bringing you a North Florida Regional to showcase some of the best talent in the most under-the-radar region in the state. The event will have Smash 64, Melee, and Wii U and will feature doubles and singles brackets for all three!
Make sure you pre-register because emergency registration at the door results in being put in the death pool.
Cost: $10 Venue Fee, $10 per bracket, $20 per team
*From I-95: *
From Beach Blvd.:
From the Beaches:
From I-295:
General Rules
Format: Double Elimination, 2 out of 3 (Top 8: 3 out of 5)
Players will use controller ports 2 & 4 for neutral start.
Doubles Rules
Stage List
Neutral Stages
Match Procedure
Game Settings:
Melee Stagelist:
Neutral (Singles):
Counterpick (Singles)
Neutral (Doubles)
Counterpick (Doubles)
Melee Details
Stage Striking: Players/teams eliminate stages from the Neutral stagelist until there is one stage remaining. The player who strikes first may be determined by RPS (rock, paper, scissors) best of one. The winning player/team strikes the first stage. Then the other player/team strikes two stages. Then the winning player/team strikes one more stage and the remaining stage is used for the first game of the set.
Stage Bans: After each game of the set, before counterpicking, the player who won the previous game may ban one stage from the stagelist. This rule is not in effect for best-of-5 sets. All stage bans affect both players, meaning players who banned a stage may NOT counterpick that stage themselves later in the set.
Stage Clause: A player/team may not counterpick any stage they previously won on during the set, unless agreed upon by the opponent.
Game Settings:
Wii U Stagelist:
Starter:
Wii U Details
Stage Striking: Players/teams eliminate stages from the Starter stagelist until there is one stage remaining. The player who strikes first may be determined by RPS (rock, paper, scissors) best of one. The winning player/team strikes the first stage. Then the other player/team strikes one stage and the remaining stage is used for the first game of the set. Stage Clause: A player/team may not pick any stage they previously won on during the set, unless agreed upon by the opponent. Stage Bans: During the stage ban phase, the winning player may ban one stage from the stagelist. All stage bans affect both players, meaning players who banned a stage may NOT counterpick that stage themselves later in the set. There are no bans in best-of-5 sets. Self-Destruct Moves: If a match ends with the successful use of a character’s self-destruct move, the results screen will determine the winner. Team Colors: Players’ character colors must match their team’s color when possible, to avoid confusion (ex: Luigi on the green team must use the green costume). DLC Characters: All DLC characters are legal in addition to the entire cast of characters on the select screen. The Wii U gamepad is banned from being used as a controller in tournament play. Glitches: Any glitches that freeze the game are banned, and the player who initiated the glitch is subject to forfeiture of the match.
Additional Rules
Set Length: All tournament sets are best-of-3 until the Top 8 in singles and the Top 3 in doubles, which are best-of-5.
Gentleman’s Clause: Players may play on any stage if they both agree to it. Double Blind Character Select: Either player may request a double blind character select for the first game. In this situation, a third party is told, in secret, each player’s character choice. Both players then select their character, and the third party validates that the character selected is the same as what they said.
Port Priority: If an agreement cannot be made as to who gets what port, the players may enact a best-of-1 game of Rock Paper Scissors. Winner gets their port selection, loser selects any other port.
Neutral Start: Either player may enact this rule. Once enacted, both players may only use one of the two neutral starting ports. A best-of-1 game of Rock Paper Scissors may be used to determine who chooses port first. If both the Port Priority and Neutral Start rules are invoked, the player who is granted Port Priority selects one of the neutral start ports. Neutral starting ports are only applicable to Super Smash Bros. Melee. For Super Smash Bros. for Wii U, players may elect to move to opposite sides of the stage and then count down prior to starting the match.
Pausing: In the event that pause is not turned off, pausing the game is only legal while a player remains upon their OWN respawn platform, and only for the purpose of summoning a tournament organizer, or in the event of a controller malfunction. All other pauses will incur a stock loss to the offending player. If a pause causes an opponent to lose a stock, the offending player may be required to forfeit two stocks.
Stalling: The act of stalling, or intentionally making the game unplayable, is banned and at the discretion of the TO. Stalling tactics include but are not limited to becoming invisible, infinites, chain grabs, or uninterruptible moves past 300%; or abusing a position in which your opponent can never reach you. Any action that can prevent the game from continuing (i.e., pausing, freeze glitches, disappearing characters, game reset, etc.) will result in forfeiture of that match for the offending player. You are responsible for knowing your own character, and must be wary about accidentally triggering these effects.
Timeouts / Ties: The winner of a match that goes to time (time out) will be determined by stocks and then percentage. When the timer hits 0:00, the player with the higher stock count is the winner. If both players are tied in stocks, the player with the lower percentage is the winner. In the event of a percentage tie, or a match in which both players lost their last stock simultaneously, a 1 stock tiebreaker will be played with a 3:00 time limit. The result of the game’s built-in Sudden Death does not count towards the set count.
Stock Sharing is allowed in doubles. Trading controllers is not allowed. Colorblind Clause: Players may request that their opponent change colors to accommodate colorblindedness, or if their color is indistinguishable from either the other team color or the stage background. This request must be made before the first game of the set.
Warm-ups: Warm-up periods, button checks, and “handwarmers” may not exceed 30 seconds on the game clock. Violation of this rule may result in an automatic forfeit at the discretion of the TO.
Misinterpretation: Games or sets are not to be replayed due to a misinterpretation of the rules; it is the players’ responsibilities to ask the TO for any clarification of the rule set in the event of a disagreement, and the outcome of a game or set will not be changed after the fact unless under extreme circumstances.
Coaching: Any coaching that happens during a set must be between games.
Collusion: Any collusion or results manipulation with your competitors is forbidden. If the TO determines that any competitor is colluding to manipulate results or intentionally underperform, the colluding players may be immediately disqualified. This determination is to be made at the sole discretion of the TO. Anyone disqualified in this manner forfeits all rights to any titles or prize money they might have otherwise earned.
Malfunctions: Any malfunctions associated with your controller are your responsibility. Players are responsible for using the correct settings BEFORE the set begins. Both parties need to agree if a match is to be paused or restarted because of a controller problem.