wiki
Requested page is not yet translated to the selected language (简体中文). Showing English version.

SEA Summer Suiji Showdown 4

SEA Summer Suiji Showdown 4 banner

The SEA Summer Suiji Showdown 4 (SSSS 4) was a South East Asian team-based (3v3) osu! tournament hosted by Meowscarada. The tournament featured a Suiji-style team matchmaking system, in which players were assigned to a team at random prior to the start of the tournament based on each other's BWS rank and Qualifier results. It was open to all players from all ASEAN member states (//////////) regardless of rank, and was the fourth iteration of the SEA Summer Suiji Showdown.

Tournament schedule

Event Timestamp
Registration phase 2026-05-22/2026-06-07
Screening phase 2026-06-08/2026-06-14
Qualifiers 2026-06-15/2026-06-21
Swiss round (week 1) 2026-06-22/2026-06-28
Swiss round (week 2) 2026-06-29/2026-07-05
Quarterfinals 2026-07-06/2026-07-12
Semifinals 2026-07-13/2026-07-19
Finals (week 1) 2026-07-20/2026-07-26
Break 2026-07-27/2026-08-02
Finals (week 2) 2026-08-03/2026-08-09

Prizes

Placing Prize(s)
Gold crown 4 months of osu!supporter for each team member, 3 months of o!rdr subscription for each team member, customised profile banner, profile badge
Silver crown 2 months of osu!supporter for each team member, 2 months of o!rdr subscription for each team member, customised profile banner
Bronze crown 1 month of osu!supporter for each team member, 1 month of o!rdr subscription for each team member, customised profile banner
4th place Customised profile banner

Organisation

The SEA Summer Suiji Showdown 4 was run by various osu! community members from South East Asia and beyond.

Participants

Listed below are the teams participating in SSSS 4 and their respective team members, with players in bold acting as team captains.

Podium

This competition has come to an end and resulted in the following podium:

Mappools

Finals (week 2)

Download the mappack here! (125 MB)

Finals (week 1)

Download the mappack here! (164 MB)

Semifinals

Download the mappack here! (126 MB)

Quarterfinals

Download the mappack here! (134 MB)

Swiss round (week 2)

Download the mappack here! (94 MB)

Swiss round (week 1)

Download the mappack here! (98 MB)

Qualifiers

Download the mappack here! (75 MB)

Match results

Finals (week 2)

Saturday, 8 August 2026:

Bracket Team 1 Team 2 Match link
Lower Leviatán 1 7 Matagi Snipers #1

Sunday, 9 August 2026:

Bracket Player 1 Player 2 Match link
Grand Final Paper Rex 7 3 Matagi Snipers #1

Finals (week 1)

Saturday, 25 July 2026:

Bracket Team 1 Team 2 Match link
Lower Rex Regum Qeon 3 7 Matagi Snipers #1
Lower Falcons 7 0 Brazil #1

Sunday, 26 July 2026:

Bracket Team 1 Team 2 Match link
Upper Paper Rex 7 6 Leviatán #1
Lower Matagi Snipers 7 6 Falcons #1

Semifinals

Saturday, 18 July 2026:

Bracket Team 1 Team 2 Match link
Lower Smart Falcon 4 6 Brazil #1
Lower Team Spirit 6 1 Bad News Eagles #1
Lower Vitality 4 6 Matagi Snipers #1

Sunday, 19 July 2026:

Bracket Team 1 Team 2 Match link
Lower G2 Esports 6 2 NAVI #1
Upper Falcons 1 6 Leviatán #1
Lower Brazil 6 2 Team Spirit #1
Upper Paper Rex 6 3 Rex Regum Qeon #1
Lower Matagi Snipers 6 3 G2 Esports #1

Quarterfinals

Saturday, 11 July 2026:

Bracket Team 1 Team 2 Match link
Play-in2 NAVI 6 5 Astralis #1

Sunday, 12 July 2026:

Bracket Team 1 Team 2 Match link
Upper Rex Regum Qeon 6 2 Astralis #1
Upper Leviatán 6 1 Vitality #1
Upper Falcons 6 5 G2 Esports #1
Upper Paper Rex 6 3 Team Spirit #1

Swiss round

Overall standings

Group A

Rank Team name Score Wins Draws Losses Beatmaps won Beatmap difference
1 Falcons 3.5 3 1 0 19 +10
2 Rex Regum Qeon 3.0 2 2 0 18 +8
3 Vitality 2.5 2 1 1 17 +7
4 Team Spirit 2.0 1 2 1 15 +1
5 Brazil 2.0 1 2 1 14 0
6 NAVI 2.0 1 2 1 14 -12
7 Astralis 2.0 1 2 1 14 -12
8 T1 2.0 2 0 2 12 -2
9 The Mongolz 1.0 1 0 3 7 -11
10 Edward Gaming 0.0 0 0 4 9 -11

Group B

Rank Team name Score Wins Draws Losses Beatmaps won Beatmap difference
1 Paper Rex 4.0 4 0 0 20 +15
2 Leviatán 3.0 2 2 0 18 +6
3 Smart Falcon 2.5 2 1 1 16 +4
4 G2 Esports 2.5 2 1 1 15 +2
5 Matagi Snipers 2.0 0 4 0 16 0
6 Bad News Eagles 2.0 2 0 2 15 +4
7 Koyori MBG (My Bini Gue) 2.0 1 2 1 15 -1
8 FURIA 1.0 0 2 2 12 -6
9 FaZe Clan 0.5 0 1 3 8 -11
10 GAM Esports 0.5 0 1 3 6 -13

Week 2

Friday, 3 July 2026:

Match code Team 1 Team 2 Match link
2-7 Leviatán 4 4 G2 Esports #1

Saturday, 4 July 2026:

Match code Team 1 Team 2 Match link
2-9 Koyori MBG (My Bini Gue) 5 3 FaZe Clan #1
2-1 Vitality 3 5 Falcons #1
2-16 Paper Rex 5 1 G2 Esports #1
2-8 Matagi Snipers 4 4 FURIA #1
2-14 T1 5 2 The Mongolz #1
2-2 Rex Regum Qeon 5 1 Brazil #1
2-6 Paper Rex 5 2 Smart Falcon #1
2-4 NAVI 4 4 Astralis #1
2-3 Team Spirit 5 1 T1 #1
2-10 GAM Esports 0 5 Bad News Eagles #1
2-18 Smart Falcon 4 4 Koyori MBG (My Bini Gue) #1

Sunday, 5 July 2026:

Match code Team 1 Team 2 Match link
2-19 FaZe Clan 1 5 Bad News Eagles #1
2-5 The Mongolz 5 3 Edward Gaming #1
2-13 Team Spirit 2 5 Astralis #1
2-17 Matagi Snipers 4 4 Leviatán #1
2-15 Edward Gaming 2 5 NAVI #1
2-11 GAM Esports 4 4 Furia #1
2-12 Falcons 4 4 Rex Regum Qeon #1
2-11 Vitality 4 4 Brazil #1

Week 1

Friday, 26 June 2026:

Match code Team 1 Team 2 Match link
1-15 Brazil 5 1 T1 #1

Saturday, 27 June 2026:

Match code Team 1 Team 2 Match link
1-20 G2 Esports 5 1 GAM Esports #1
1-7 Paper Rex 5 0 FaZe Clan #1
1-11 NAVI 4 4 Team Spirit #1
1-8 Leviatán 5 2 FURIA #1
1-5 Brazil 4 4 Astralis #1
1-4 Edward Gaming 2 5 T1 #1
1-10 G2 Esports 5 3 Bad News Eagles #1
1-2 Rex Regum Qeon 4 4 Team Spirit #1

Sunday, 28 June 2026:

Match code Team 1 Team 2 Match link
1-9 Smart Falcon 5 1 GAM Esports #1
1-3 The Mongolz 0 5 Falcons #1
1-12 Rex Regum Qeon 5 1 Astralis #1
1-1 NAVI 1 5 Vitality #1
1-18 Leviatán 5 2 Koyori MBG (My Bini Gue) #1
1-16 Matagi Snipers 4 4 FaZe Clan #1
1-19 Smart Falcon 5 2 FURIA #1
1-14 Edward Gaming 2 5 Falcons #1
1-17 Paper Rex 5 2 Bad News Eagles #1
1-13 The Mongolz 0 5 Vitality #1
1-6 Matagi Snipers 4 4 Koyori MBG (My Bini Gue) #1

Qualifiers

The full details of the Qualifier results can be found here.

Seed no. Player %MAX avg.
1 -TwiHD 0.758
2 Tapses 0.721
3 GuardiaN 0.578
4 VenomPuffs 0.561
5 EViLseeeen11l1 0.549
6 Xyphox 0.546
7 JokThree 0.529
8 electrostrike 0.522
9 SoPqnda 0.489
10 goo fling 0.458
11 LycaonMyHusband 0.454
12 Lumish264 0.452
13 not_aweeb 0.447
14 JayAreEee 0.443
15 AlmondMal 0.427
16 Anderwear 0.426
17 AlpiAz 0.426
18 Ksorchou 0.424
19 Junkmaniac 0.420
20 zSidd 0.414
21 Ramizel 0.388
22 Crownest 0.376
23 fixie kia 0.371
24 Quy An Keo 0.365
25 CopyPasted 0.359
26 Axiqn 0.354
27 CelestiaKT 0.351
28 Nyz 0.339
29 Fuwub 0.337
30 squidstain 0.337
31 aiyern 0.334
32 callyfour 0.333
33 Sorasaki Hina 0.321
34 xidorn 0.320
35 JerryJumbo 0.312
36 Ascaveth 0.308
37 kiraze 0.306
38 Moltenfury 0.305
39 LeivanTZH 0.294
40 m0fum0fu 0.293
41 Definition 0.287
42 noskaia 0.286
43 Wubip 0.283
44 - Tojio - 0.279
45 anhnhatbui 0.273
46 Zygody 0.264
47 WhiteCab 0.261
48 SDKO 0.255
49 Sagume Kishin 0.248
50 Cygni 0.246
51 [-Hoshino-] 0.242
52 ashwa 0.237
53 -wakumi 0.233
54 Nabari Anju 0.228
55 k4r1cow 0.221
56 zacfr 0.218
57 JinPots 0.203
58 seoster 0.202
59 IceKori 0.199
60 Makise Kurisu 0.194
61 kropto 0.189
62 LDerpy 0.177
63 tiurla 0.154
64 stupidcheesecat 0.141
65 Macho_ 0.140
66 IzH3Re 0.132
67 OyaOya 0.129
68 FinanceRyugu 0.128
69 PolarPowah 0.113
70 Yanoish 0.109
71 Ch3rryL 0.103
72 zreiF 0.097
73 WanHigh 0.060
74 JackGamerCYT 0.028

Ruleset

General rules

  1. Match lobbies across the tournament will adhere to the following room settings:
    • Team Mode: Team Vs
    • Win Condition: ScoreV2
  2. The mappools for each round will be announced by the tournament management in advance before the actual matches take place.
  3. Match schedules will be predetermined by the tournament management. If there are any teams who are unable to attend the current schedule for any reason, all other affected teams may apply and settle for a reschedule at the #schedule channel in the tournament's Discord server.
  4. A referee will create a multiplayer room 10 minutes in advance and will start to send out invites.
  5. If a team does not show up with at least three players within ten minutes of the start time, their opponent gets to win by default.
  6. If no staff or referee is available, the match will be postponed.
  7. No Fail will be enforced in all beatmaps. This is to ensure that the points are to be awarded more fairly towards teams who perform better in general during the course of the beatmap regardless of their remaining health at the end.
  8. If a player disconnects, it will be treated as if they had failed the beatmap.
    • A match can be rematched for disconnects that occur within a few seconds after the beatmap has been started by the referee.
  9. Lag is not a valid reason to nullify a beatmap.
  10. If any problems during the match occur, the tournament management will make a decision based on the referee's report.
  11. It is expected that all players be polite and respectful to each other. Penalties will be given upon violation.
    • If a player is found to be engaging in an act that is deemed to be distasteful or provocative, the corresponding player or their team may be disqualified right away from the tournament and/or blacklisted from future iterations of the tournament by the tournament management.
    • Usage of any tools or programs that are against the osu! community rules is strictly prohibited and will be reported to the Tournament Committee.

Tournament registration

  1. Players are required to register into the tournament individually through this form.
    • In order to be eligible to play in the tournament, a player must:
      • Have the flag of any of the ASEAN member states ( Brunei Darussalam, Cambodia, Indonesia, Laos, Malaysia, Myanmar, The Philippines, Singapore, Timor-Leste, Thailand, or Vietnam) on their profile, or
      • Be in possession of a valid national identity document (i.e. passport or ID card) issued by one of the aforementioned countries.
  2. To ensure that all incoming registrations are serious and valid, every registered player will be checked in detail by the tournament management.
  3. The list of players who are deemed to be eligible to compete in the tournament will be published by the tournament management after the registration phase has ended.
  4. Testplayers, referees, custom mappers, mappool selectors, and replayers may not participate as players in the tournament.

Round-specific rules

Qualifier rules

  1. The Qualifier will only be contested by players whose BWS-adjusted rankings are outside of the top 80 out of all players by the end of the registration. The top 80 players do not have to play in the Qualifier.
  2. Players will have to sign up to one of the Qualifier lobbies that have been scheduled and prepared by the tournament management in advance.
  3. In the lobby, players will have to consecutively play all of the Qualifier beatmaps in the order of NM1 -> NM2 -> NM3 -> NM4 -> NM5 -> HD1 -> HD2 -> HR1 -> HR2 -> DT1 -> DT2 -> DT3.
  4. Players are not allowed to ban any beatmaps in the Qualifiers.
  5. Players are not allowed to join (or register for) more than one Qualifier lobby.
  6. Based on their performance in the Qualifier, players will be ranked based on their %MAX value, which is the percentage of their score relative to the highest achieved score of all players in a map.
  7. The 40 players with the highest average %MAX value across all the Qualifier beatmaps will advance to the team matchmaking phase.
    • If there are two (or more) players who share the same %MAX value, the player that holds the higher total raw score will be placed in the higher seed.
  8. Failure to attend in any of the Qualifier lobbies will result in immediate elimination.

Team matchmaking

  1. The top 80 BWS-ranked players (along with the 40 qualifier winners) will be divided into four seeds as follows:
    • #1 – #20: Seed S
    • #21 – #40: Seed A
    • #41 – #80: Seed B
    • Qualifier winners: Seed C
  2. During the team matchmaking stream, players will be assigned into 20 different teams at random with each team consisting of one seed S player, one seed A player, two seed B players, and two seed C players respectively.
  3. All teams are required to nominate a player as their captain and submit a team name to the tournament management within one week of the team matchmaking stream.
    • Choosing an inappropriate team name is not allowed.

Swiss round rules

  1. The Swiss round will be held over the course of two weeks with a different mappool for each week.
  2. Teams will be divided into two Swiss groups of ten teams each.
    • Group drawings will be done based on each team's average player ranks.
  3. During each week, teams will play two matches against opponents in their group as determined by the Swiss algorithm.
  4. Matches in the Swiss round will run until either team scores five points or total of eight beatmaps have been played (whichever comes first) with no tiebreakers.
    • When a match reaches the 4-4 score, it will be considered as a draw.
  5. Based on their match results, teams will be awarded points that go to their Swiss round standings as follows:
    • Winning a match: +1 point
    • Drawing a match: +0.5 points
    • Losing a match: 0 points
  6. The Swiss round standings are determined by (in order):
    • Points accumulated
    • Total number of beatmaps won
    • Beatmap difference (# of beatmaps won - # of beatmaps lost)
    • Head-to-head records between the tied teams
    • The result of an extra play-in match (if required)
  7. Forfeiting a match will be treated as an outright loss with a -5 map difference to the forfeiting team.
  8. The top 6 teams from each group based on the Swiss round standings will advance into the knock-out stage.
    • The top two teams will advance to the upper bracket directly, while the other four will advance to the lower bracket.

Knock-out stage rules

  1. Teams will be matched against each other based on their Swiss round standings.
  2. Teams will compete against each other using the double-elimination system.
  3. The double-elimination system works as follows:
    • Teams that lose in the upper bracket can still play again in the lower bracket.
    • Teams that lose in the lower bracket will be eliminated from the tournament.
    • In the Grand Final match, the winner of the upper bracket will only need to win a single match in order to claim the championship title. The winner of the lower bracket, however, will need to win two matches and enforce a bracket reset in order to clinch the championship title.
  4. Teams that can compete in the next round are determined by:
    • In the Quarterfinals and the Semifinals, each team needs to win 6 points in order to win a match. (Best of 11)
    • In both of the Finals weeks, each team needs to win 7 points in order to win a match. (Best of 13)
    • Whether there are teams that are declared to win the match by default.
    • Whether there are teams that are disqualified from the tournament.

Match regulations

  1. Prior to starting the match, team captains must run the !roll command once in the multiplayer lobby in order to determine the banning and picking order.
    • The winner of the !roll gets to determine who gets the first pick and the second ban.
    • The loser of the !roll gets the opposite by default.
    • This rule does not apply in the Qualifier lobbies.
  2. Teams will have to ban two beatmaps from the corresponding mappool. These beatmaps will not be allowed to be picked by any player during the entire match.
    • Barring the tiebreaker, there are no restrictions as to which beatmaps may and may not be banned in a match.
    • Banning does not apply in the Qualifier lobbies.
  3. There will be no warm-up beatmaps to be played in the multiplayer lobby. Players who are looking to warm up before the match are expected to do so by their own before the match commences.
  4. Players are expected to exercise common sense in pick time windows.
    • If a player is unable to come up with a pick within a 90-second time window of their picking turn, the pick will be given to the other player.
  5. In a Free Mod pick, teams have to play the beatmap with at least two unique mod combinations. Allowed mods are No Mod, Easy, Hard Rock, Hidden, Flashlight, or any possible combinations of the four.
    • For more information as to which mod combinations are considered unique, refer to this screenshot.
  6. The tiebreaking system works as follows:
    • As the mappools are designed so that the tiebreak occurs when there are exactly three beatmaps left, team captains will be asked separately by the referee in a private channel to ban one of the three remaining beatmaps from the mappool. The one beatmap that ends up not being banned will be played as the tiebreaker.
    • If both team captains end up banning the same beatmap, the referee will run the !roll 2 command in the lobby to determine which of the two remaining beatmaps will be played as the tiebreaker.
  7. The results of each match and any other relevant information regarding the match will be noted by the referee after the match has been concluded.

Notes

  1. Hakui Koyori, Lunasa, _Kasaezic, and SDKO were all admitted as staff members after their respective eliminations in accordance with the official tournament support guidelines. ↑ ↑ ↑ ↑

  2. Both NAVI and Astralis were tied in all the tiebreaker criteria. As such, the two teams were playing an extra play-in match to determine the final qualifying spot in their group. ↑ ↑ ↑