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Prizing
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View all rulesSuperJump 3 Rulebook
General Information:
SuperJump 3 will occur on September 23rd and 24th, 2023.
Registration will open at the time of the tournament’s announcement, and will close 18 hours prior to Day 1 (September 23rd 7pm EDT, 4pm PDT, 12am BST, 8am JST, 9am AEST)
Day 1
Format:
- 16 Groups of Double Elimination Pools (Same as Low Tide City 2023’s POOL Stages)
- Group Size will be up to 16 teams, subject to registrant count.
- 1 team from each pool moves onto the Alpha bracket automatically.
- The following breakdown will direct placements into each phase:
- 1st - Alpha Bracket
- 2nd, 3rd, 4th - Redemption (w/ Pool Avoidance, explained below)
- 5th - Gamma Bracket
- 7th - Delta Bracket
- 9th - Epsilon Bracket (Swiss)
- 13th - Zeta Bracket (Swiss)
- Alpha, Beta, Gamma, and Delta brackets will consist of 32 teams, with Epsilon & Zeta being based on registrant count.
- Exact cutoffs and which Day 2 brackets are swiss are subject to change based on registrant count.
- Alpha, Beta, Gamma, and Delta brackets will consist of 32 teams, with Epsilon & Zeta being based on registrant count.
- Redemption Bracket for 2nd-4th place in Pools
- Redemption pools immediately follow Double Elimination Pools!
- Redemption pools are played as single elimination, with 3 teams per pool. One from 2nd place, one from 3rd place, and one from 4th place with original pool avoidance. This means you will not be matched with teams from your double elimination pool.
- The team that places 1st in each Redemption Pool will progress into the Alpha Bracket. Teams that place 2nd and 3rd in each Redemption Pool will progress into the Beta Bracket.
- Pools Start Time: 10am PDT, 1pm EDT, 6pm BST, 7pm CEST, 2am JST, 3am AEST
- Redemption*: 1pm PDT, 4pm EDT, 9pm BST, 10pm CEST, 5am JST, 6am AEST
- *- Indicates an estimated start time. This phase will begin when all placements are completed into Redemption.
- 16 Groups of Double Elimination Pools (Same as Low Tide City 2023’s POOL Stages)
Day 2
- Formats:
- Alpha, Beta, Gamma, and Delta Brackets: 32 Team Double Elimination Brackets
- Epsilon and Zeta (If enough registrants): 64 Team Swiss Brackets
- Bracket Start Time: 10am PDT, 1pm EDT, 6pm BST, 7pm CEST, 2am JST, 3am AEST
- Formats:
Seeding will not be final on start.gg until the start of the event. With this in mind, Day 1 pools may change between the end of Check In, and the beginning of the tournament.
Player Conduct:
- Staff decisions are final. Please follow all requests made by staff. Staff may override the rules of this tournament in the case of special circumstances.
- Inkling Performance Labs and Superjump is a Signatory of the Splatoon Code of Conduct. Staff will be enforcing all punishments issued by the council. Please follow all the rules laid out in the CoC.
- Poor sportsmanship will not be tolerated. This includes intentionally delaying matches, being rude to opponents/hosts, generally being a jerk, or anything else the staff determine as such.
- Cheating will be harshly punished, cheating can include: threats, blackmail, modifying your game in an illegal way ("hacking"), sabotage, intentionally DCing or force ending a game outside of the acceptable conditions, and anything else a staff member decides counts as cheating.
- Game exploits will be taken on a case by case basis
- Staff may give out punishments including, but not limited to; game wins, match wins, disqualifying players or teams, or a ban from the tournament and IPL server itself.
Registration:
- Registration will be handled through start.gg.
- Players are required to have a minimum of 4 players, but no more than 8 players on a single roster.
- Captain role is assigned automatically through our bot in the IPL public discord.
- To view the SuperJump channels you must have the SuperJump role from the #rules-and-role channel in the IPL public discord.
- Registration closes 18 hours prior to the start of the event.
- Check-in will begin 1 hour and 15 minutes before the event begins on start.gg, and will close 15 minutes before the event begins. The day of the tournament, there will be a large blue banner at the top of SuperJump’s tournament page along with a pop up asking if you would like to check in. You will also receive an email asking you to check in once this period is open.
- Check in for Day 1 will be on start.gg
- Check in for Day 2 will be in #sj-checkin, following the same timing. To check in on Day 2, simply have your captain message that your team name is present in that channel.
- All teams must check-in or they will be disqualified from the tournament.
- Team and player names are not allowed to have or resemble any of the following things in them, including but not limited to:
- Slurs/Hatespeech
- NSFW content
- Names of Unconsenting Parties/People
- Team names must be in English or easily understood by non-speakers of the original language.
- Team names must be 30 characters or shorter in length.
- Team names are subject to change should they break any of these rules, to fit these rules by tournament staff. (In the case the name is in a foreign language it will be translated by Google and replaced.)
- The tournament is open to players worldwide.
- Player in-game names must match those provided on start.gg. Reasonable abbreviations and stylizations are allowed, so long as the player is still easily identifiable.
- All names on a team's roster must match their in game names and be representative of how they are known in the community. If they are not, please let us know in helpdesk for seeding purposes.
- Aliases are not allowed within SuperJump. If a team is found using an Alias, please use the “Call a Moderator” feature for staff to intervene. Teams found using an Alias will be immediately DQ-ed.
Playing matches:
- All teams are required to report scores as games in a match are completed so staff can monitor how close a match is to completion.
- One of the members of the two teams that are playing will host the match, which will be decided in chat amongst teams. If the teams cannot decide, the higher seed will host.
- Seeds may be found on the bracket page.
- If there is a dispute over the results of a game or match, one or both teams will need to provide evidence. Disputes can only be made about the current round.
- This evidence can be a screenshot of the game(s) results, or a screenshot of the game(s) from the SplatNet app. If neither team will present evidence, it is up to staff discretion. This can include awarding the game(s) or match to one of the teams, or ordering the game(s) or match to be replayed under the watch of a staff member.
- If a game is started on the wrong map or mode, it will not count. One team should quickly knock out the objective, or Cancel the Private Battle (instructions and rules are listed below). Although if both teams play out the match, it will count. It is the responsibility of both teams to ensure the correct map and mode are played.
- If the match host refuses to play a game on the correct map or mode, it can result in a DQ for their team, it will at least result in another player hosting the match instead of the player who was hosting.
- No spectators are permitted to join a game lobby under any circumstances, unless given explicit permission by SuperJump staff.
Inactivity Calls:
- During the course of the tournament, a team may take far too long to prepare/assemble the match, which may drag the tournament out longer than it needs to be. To prevent this, we have activity rules. A staff member will announce the start of each round along with a deadline to finish the round. The deadlines are:
- Day 1:
- Best of 3: 30 minutes
- Best of 5: 40 minutes
- Day 2:
- Best of 3: 30 minutes
- Best of 5: 40 minutes
- Best of 7: 50 minutes
- Day 1:
- Matches that take too long to complete will be ended by the staff, either as-is or by giving the team that was not delaying the match the win for any remaining games.
- From the time the start of the round is announced, teams will have 5 minutes to set up and start playing the first game in the round. If a team is not ready within 5 minutes, they will lose game 1. Further game losses will be awarded 5 minutes after the previous loss until the match is finished.
- Substitutions of players between rounds should take no longer than 2 minutes.
- If a team takes too long to start playing a match, please contact a Staff member through the request a moderator button or through the Discord helpdesk. Staff reserve the right to give game or match wins to the opponent of teams that take too long to set up the private battle.
- If a team attempts to delay a match or game(s) to obtain a win it will be treated as poor sportsmanship and can lead to penalties such as losing the match or being disqualified.
Handing Disconnects (DCs):
- Each team is allowed one DC replay per set.
- If a DC occurs, the game will be FINISHED if there is less than 2:30 left OR the team WITHOUT the DC is 50 units or closer to a KO (not including penalties).
- If a DC occurs and the game should not be finished (see above), the team with the DC will stay in spawn till other team KOs or until either team cancels the private battle (see below for details).
- Teams may change their weapons/gear if the game did not begin. (“GO!” was not displayed and the timer of 5:00 didn't start ticking).
- If the game had started, gear and weapons must stay the same for the replay.
- If the team with a DC continues to play when the game may be replayed, the game will count regardless.
- Substitution of the player that disconnected is allowed if needed, but the player must be on the team's roster.
- Teams have 2 minutes to either get the DCed player back in the lobby, or get a substitute player in the lobby.
- Teams may change their weapon/gear if a substitute player subbed in for a replay, regardless of when the DC took place.
- If the host disconnects from the game (meaning all players have disconnected), follow the corresponding rules:
- If there were under 2 minutes remaining OR one team was closer than 30 units to a KO (not including penalties), the game will be given to the team that was not hosting.
- If there were 2 or more minutes remaining AND both teams were further than 30 units from a KO (not including penalties), the game will be replayed with a new host.
- If the game is replayed, this will count as a DC for the team that was hosting.
Canceling Private Battles:
- Splatoon 3 has a feature where private battles may be ended early by anyone in the room. You can do this by holding ZL, ZR, L, R, right stick, and left stick for 3 seconds. This will stop the match mid-game.
- You may do this only if the rules permit it, this includes:
- Valid disconnects (check "Handling Disconnects" for details).
- Your match was started on the wrong map/mode by mistake.
- A bug renders the game unplayable for someone (check "Playing Matches" for details).
- Canceling a private battle for any reason not stated in the rules will result in you losing the match or be handled at the staff's discretion.
- This is not a rage quit feature, abusing this feature will get your team disqualified.
- If your match is streamed by staff, only the streamer may cancel a private battle.
Substitutions:
This section of the rules is for adding players to your roster after registration closes.
- Should teams need a substitute player, the substitute player must not have played on any other team during the event on either day.
- Teams should contact staff in #sj-helpdesk prior to playing with a substitute player. Staff will give the final okay if a substitute player can play.
- All substitute players should be added to the team’s roster by staff prior to playing.
- Teams are allowed 2 substitute players to be added during the course of the tournament.
- Substitute Players are not eligible for any prizes.
Prizing:
Up to date totals can be found on our start.gg home page.
- 1st - 45%
- 2nd - 25%
- 3rd - 18%
- 4th - 12%
Counter Picks:
Only Applicable when map list states counter pick
- Maps & Modes can only be chosen from the counter pick map/mode list that can be found on discord in the #sj-maps channel.
- The Map/Mode for the next game will be chosen by the team that loses the previous game.
- The team cannot pick a mode they’re already won on within the match.
- The team cannot pick a map they’ve already won on within the match.
- The First Map/Mode will be predetermined by tournament staff, as stated on the map list.
- The deciding team has 2 minutes from the map and mode selection screen reappearing to select their counterpick.
- If a team takes too long to choose their counterpick, the counterpick will be selected by staff.
- If an illegal counterpick is chosen, the opposing team must notify the team that the counterpick is illegal, and they must repick within the allotted time frame.
- If an illegal counterpick is not caught, and the counterpick is played out, the game will still count.