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After last year’s success, the Netherlands is ready to up the ante with Syndicate 2017! On September 23rd and 24th we will once again turn an entire floor of the country’s main venue into a celebration of European Smash with both Melee and Smash for Wii U. Local competitors are ready to take on challengers from all over the world. Do you have what it takes to be the last player standing?

Super Smash Bros. Melee & Super Smash bros. for Wii U!

Syndicate 2017 will feature both singles and doubles for Super Smash Bros. for Wii U and Super Smash Bros. Melee. Our initial cap will be put at 512 players (256 for each game), but can be raised based on interest and resources. Spectators are exempt from this limit and there will be separate spectator passes. Our organization is more than ready to top Syndicate 2016, which to this day stands as the largest European Smash 4 tournament and the largest Dutch Melee tournament of all time!

Once again in the Jaarbeurs!

Syndicate 2017 will once again be hosted in the most central and commonly known venue in the country, Jaarbeurs Utrecht. Situated next to the country’s largest train station, it is easy to reach from anywhere in the country. An entire floor (5400 m2) will be dedicated to the tournament, providing plenty of space to make it a truly memorable experience.

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Basic Rules

  • 4 Stock.
  • 8 minute timer.
  • Items are set to “off”.
  • We will strive to play out singles top 16 and doubles top 8 under best of 5 settings.
  • In the event of a dispute, controller ports will be selected by Rock-Paper-Scissors.
  • In the event of a dispute in team matches, the ports will be determined in a 1221 fashion; whoever wins the RPS will choose first, then the opposing team will get their ports, and then the teammate of the RPS winner will get the remaining port.
  • Pausing should be turned off. In the event pause is on and is pressed during a tournament match, whether by accident or on purpose, the opponent can demand that the perpetrating player forfeit their stock.
  • No player may choose any stage they won on in the set, unless agreed upon by both players.
  • Wobbling is legal. Keep the stalling rule in mind, which states the move is to be ended quickly after 300% has been reached. If you accidentally hit pause while trying to mash out, you have to forfeit your stock.
  • You are responsible for your own controller. Any malfunctions or errors that occur are your responsibility, so bring an extra controller if possible. If a match is to be restarted due to controller functions, it must be agreed upon by both parties.
  • Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects.
  • Stalling is banned. Definition of stalling: The act of deliberately avoiding any and all conflict so that one may make the game unplayable. Running away from an opponent to reach a better position is not stalling, while techniques such as Jigglypuff’s Rising Pound and Peach’s Bomber Stalling are, as well as wobbling beyond 300%.
  • No coaching request: If your opponent is being coached, you can request this not to happen and that should be honored. Note that this applies to coaching during matches and not inbetween.

Set Format (In Order of Procedure)

  • Opponents choose their characters for the first match *
  • Opponents start the stage striking procedure
  • The first game is played, using the stage chosen during step 2
  • The winner of the previous match is allowed to ban a stage (this does not apply to doubles and best of 5 sets)
  • The loser of the previous match announces the next match’s stage from either the Starter Stage List or the Counter Stage List, taking no more than 1 minute
  • The winner of the previous match chooses their character, taking no more than 1 minute
  • The loser of the previous match chooses their character, taking no more than 1 minute
  • Repeat steps 4-7 for all proceeding matches

*Double blind character selection may be called for the first match.

Resolving Ties

  • Any games ending in time running out should always be decided by stock and then percentage. The Sudden Death is not to be played under any circumstances.
  • If percentages are the same or both players die simultaneously, there will be a 1 stock, 3 minutes, same characters, same stage overtime.

Additional Rules for Doubles Play

  • Life Stealing is allowed.
  • Set team attack to ON.

Basic Rules

  • 2 Stock in singles (3 Stock in teams).
  • 6 minute timer (8 minutes in teams).
  • Items are set to “off”.
  • We will strive to play out singles top 8 and doubles top 4 under best of 5 settings.
  • You are responsible for your own controls and name tag. Always check to make sure you’re using the correct settings BEFORE a match is played. If a match is to be restarted due to controls, it must be agreed upon by both parties.
  • If you use a controller that is not the standard wired GameCube controller, make sure you do not remain synced to a system and interfere with following matches. It is recommended to remove batteries whenever possible. Note that you are likely to be reprimanded if your controller of choice hinders the tournament.
  • Custom moves are banned.
  • All equipment is banned.
  • Miis are legal with their default properties and all movesets. You have a maximum of 2 minutes to set up a Mii.
  • All DLC is legal.
  • Pausing should be turned off. In the event pause is on and is pressed during a tournament match, whether by accident or on purpose, the opponent can demand that the perpetrating player forfeit their stock.
  • No player may choose any stage they won on in the set, unless agreed upon by both players.
  • All infinites are legal. Keep the stalling rule in mind, which states all infinites are to be ended quickly after 300% has been reached.
  • Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects. The Bowser Jr. Clown Car Glitch is an exception to this rule.
  • Bowser Jr. Clown Car Glitch: The glitch is recognizable by teleports and changes in animations and hitboxes on Bowser Jr.’s end. If it happens, players are to restart the match and get as close as possible to the same stocks and percentage as they had when it happened.
  • Stalling is banned. Definition of stalling: The act of deliberately avoiding any and all conflict so that one may make the game unplayable. Running away from an opponent to reach a better position is not stalling, while doing an infinite grab endlessly against a wall is. Any infinite chain grabs must end quickly after 300% has been reached so as to prevent excessive stalling.
  • No coaching request: If your opponent is being coached, you can request this not to happen and that should be honored. Note that this applies to coaching during matches and not inbetween.

Set Format (In Order of Procedure)

  • Opponents choose their characters for the first match *
  • Opponents start the stage striking procedure
  • The first game is played, using the stage chosen during step 2
  • The winner of the previous match is allowed to ban a stage (this does not apply to doubles and best of 5 sets)
  • The loser of the previous match announces the next match’s stage from either the Starter Stage List or the Counter Stage List, taking no more than 2 minutes
  • The winner of the previous match chooses their character, taking no more than 2 minutes
  • The loser of the previous match chooses their character, taking no more than 2 minutes
  • Repeat steps 4-7 for all proceeding matches

*Double blind character selection may be called for the first match.

Resolving Ties

  • Any games ending in time running out should always be decided by stock and then percentage. The Sudden Death is not to be played under any circumstances.
  • If percentages are the same or both players die simultaneously, there will be a 1 stock, 3 minutes, same characters, same stage overtime.
  • When a suicide move ends the match (such as Bowser’s Koopa Klaw or Ganondorf’s forward+B), the game’s verdict should always be honored. This means that if the game goes to Sudden Death rather than a victory screen, it is a tie and the 1-stock rematch will have to be played.

Additional Rules for Doubles Play

  • Life Stealing is allowed.
  • Set team attack to ON.

Stage List Singles

 

Starter

  • Battlefield
  • Dream Land 64
  • Fountain of Dreams
  • Final Destination
  • Yoshi’s Story

 

Counterpicks

  • Pokémon Stadium

 

Stage List Teams

 

Starter

  • Battlefield
  • Dream Land 64
  • Final Destination
  • Pokémon Stadium
  • Yoshi’s Story

 

 

 

*Gentleman’s clause: If both players come to an agreement, stages may be chosen that aren’t otherwise legal.

Stage List

 

Starter

  • Battlefield (Miiverse is treated as the same stage)
  • Dream Land 64
  • Palutena’s Temple (Omega)
  • Smashville
  • Town and City

 

Counterpicks

  • Lylat Cruise

 

 

 

 

 

*Final Destination and all Omega stages, excluding Wario Gamer Omega and Castle Siege Omega (FD and all Omegas are treated as being the same stage)

Syndicate 2017

Details

Start:
23 September
End:
24 September
Website:
http://www.syndicate-events.com
Game(s):

Organizers

Avalon
GGWP

Other

Game(s)
Smash 4, Melee
Size
Major
Cap
512±

Venue

Jaarbeurs Utrecht
Jaarbeursplein
Utrecht, Utrecht 3521 AL Netherlands
+ Google Map
Phone:
030 295 5911
Website:
www.jaarbeurs.nl