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Camping: Difference between revisions

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(Major revision; added and explained the different types of camping, expanded on planking and the ledge grab limit. Also, air camping is never referred to as air planking.)
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{{ArticleIcons|ssb=y|melee=y|brawl=y}}
{{ArticleIcons|ssb=y|melee=y|brawl=y}}
'''Camping''' is the act of moving to an isolated, safe place - such as a far corner of a [[stage]] - to evade opponents.
'''Camping''' is the act of moving to and staying in an isolated, safe place, such as the far corner of a [[stage]], to evade opponents.


==Origins==
==Origins==
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==In the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]]==
==In the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]]==
In the ''Smash Bros.'' games, camping can have several purposes, including:
In the ''Smash Bros.'' games, camping can have several purposes, including:
*Using a spammable projectile, which can also be done to force the opponent to approach
*Using a [[spam]]mable [[projectile]], which can also be done to force the opponent to [[approach]].
*Charging a move that needs charging
*Charging a [[special move]] that requires charging.
*Deliberately letting time run out, to win via [[stock]]/[[percent]] lead.
*Waiting for the opponent to approach, usually done with percent or stock lead.
*In free for alls, waiting until the opponents have sustained more damage.
*[[Stalling]]
*[[Stalling]]
*Leading the opponents into a mine or [[Pitfall]].
 
*Waiting for the opponent to approach with, for example, {{SSBB|Wario}}'s air camping, usually done with percent or stock lead.
While generally disliked in comparison to aggressive fighting, camping is considered a vital aspect of competitive Smash, especially in ''[[Brawl]]''. The ability to camp, as well as break through opposing camping, has a major influence on a [[character]]'s competitive success. [[Falco]] for example, has been a perpetual [[tier list|top tier]] character in both ''[[Melee]]'' and ''Brawl'', due largely to his ability to outcamp nearly every other character in each game. {{SSBB|Ganondorf}} on the other hand, is considered the worst character in ''Brawl'', in large part due to his inability to outcamp any other character, as well as the extreme difficulty he has overcoming opposing camping.
*In a battle with multiple fighters, waiting until the enemies have taken more damage.
 
==Types of camping==
While camping is the general action of keeping away from the opponent, there are various methods to camping.
 
===Projectile camping===
The most common form of camping, '''projectile camping''' is the act of camping while utilising projectiles to keep the opponent away. Unlike other methods of camping, there are many characters who are incapable of utilising this method of camping, due to the obvious lack of a projectile attack, or possessing a projectile that has too short of range to be campable with (such as [[Bowser]] with [[Fire Breath]]). While it is feasible to projectile camp with any projectile, faster projectiles, and those that are [[Transcendent priority|transcendent]], are typically more effective at keeping the opponent away. Large, flat stages with little or no platforms, are also typically the most effective stages to projectile camp on ([[Final Destination]] being an egregious example). Examples of characters that are excellent at projectile camping include {{SSBB|Falco}} (who possesses a projectile with practically infinite range that is both fast and transcendent), and {{SSBB|Olimar}} (who possesses a fast projectile that can rack up high damage quickly and block opposing projectiles).
 
Unlike other forms of camping, projectile camping is rarely done with the intention of timing the opponent out. Instead, it is typically done to force the opponent to approach, as unless the opponent is in possession of an effective [[reflector]] or an ever more effective projectile, they'll keep sustaining damage while the camping player doesn't. Projectile camping is also the only form of camping that can be practical in even or losing situations if the opponent refuses to approach, as it is feasible to rack up enough damage through projectiles to regain a lost lead and force the opponent to approach.
 
===Air camping===
'''Air camping''' is the act of staying away from the opponent in the air, which is typically utilised by characters capable of keeping themselves in the air for extended periods while being able to effectively defend themselves. While it is possible for any character to try air camping, it is a practical method of camping for few characters. Superior air mobility, [[floaty|slow falling speed]], multiple or high reaching jumps, and fast aerials with sufficient reach/[[hitbox]]es to keep opponents away, are necessary attributes a character must have to be able to air camp effectively. {{SSBM|Jigglypuff}} (who excelled at all the aforementioned attributes more than any other character in ''Melee''), {{SSBB|Meta Knight}} (who despite having poor aerial mobility, access to multiple jumps and an incredibly quick [[down aerial]] with great reach, allows him to keep opponents away in the air) and {{SSBB|Wario}} (whose incredible air mobility and fast aerials, with long lasting hitboxes, allows him to be difficult to catch in the air), are the most prominent examples of characters who utilise air camping in the ''Smash Bros.'' series.
 
===Platform camping===
'''Platform camping''' is the act of staying away from the opponent, by utilising elevated [[platform]]s. To platform camp, a player waits on an elevated platform, and hops from platform to platform, as the opponent approaches. Platform camping is the most accessible form of camping, as essentially every character is capable of utilising it in a practical manner, though characters possessing the same attributes that benefit air camping (with faster falling speed instead) are more effective. However, how effective platform camping can be is largely dependent on the [[stage]], with it being a very accessible tactic on stages with a plentiful elevated platform setup (such as [[Battlefield]]), while being impossible to utilise on stages that lack such platforms (such as Final Destination).
 
When combined with air camping, or projectile camping for a few characters with access to explosives that can hit opponents below platforms (such as {{SSBB|Snake}} and [[Link]]), it can be especially effective for running time out. Platform camping alone however, is typically ineffective, and is instead usually done against characters that have access to a dangerous [[chain throw]] (such as the [[Ice Climbers]] and [[King Dedede]]), as staying on the platforms will help keep the player from being grabbed.


===Planking===
===Planking===
In ''[[Super Smash Bros. Brawl]]'', '''Planking''' is a form of camping that abuses the invincibility of stage ledges. Planking refers to repeatedly dropping off the ledge and grabbing it again, dropping off again before the invincibility wears off. It is technically possible in all Smash Bros. games, but is very difficult to edgeguard against in ''Brawl''. Attempts to attack the planker are typically met with [[aerial attack|aerials]] for a [[gimp kill]]. This was named after a Californian Meta Knight user who was known for "planking" the edge. [[Mr. Game & Watch (SSBB)|Mr. Game & Watch]] and [[Pit (SSBB)|Pit]] are more examples of characters that are notable at planking. In tournaments, excessive edge planking is usually limited through a ledge grab rule, though the rule itself doesn't prevent planking entirely (as a player can still plank and not reach the ledge grab limit). There also is a version of this called Air Planking.
In ''Brawl'', '''Planking''' is a form of camping that abuses the [[invincibility frame|invincibility]] of stage [[ledge]]s. Planking refers to repeatedly dropping off the ledge and grabbing it again repeatedly, gaining protection given from the invincibility frames obtained from grabbing the ledge. It is technically possible in all ''Smash Bros.'' games, but it is especially difficult to [[edgeguard]] against in ''Brawl''. Attempts to attack the planker are typically met with [[aerial attack]]s, that can set up a [[gimp]]. This was named after a Californian Meta Knight user who was known for "planking" the edge. Every character can plank, though having access to a fast attack that produces a large hitbox to protect the character, and being able to regrab the ledge quickly, are attributes that strengthen a character's planking ability. Meta Knight is the most notorious example of a character highly effective at planking, though [[Mr. Game & Watch (SSBB)|Mr. Game & Watch]] and [[Pit (SSBB)|Pit]] are also examples of characters notorious for highly effective planking.  


===Air Planking===
Planking is a controversial tactic in ''Brawl'', due to the risk/reward factor typically being heavily skewed in the planker's favor, as well as the belief that Meta Knight's planking is [[broken|unbeatable]] if done frame perfectly, and the general consensus that heavy utilisation of planking is not enjoyable to fight against, as well as watch. In tournaments, excessive planking is usually limited through a ledge grab rule, though the rule itself doesn't prevent planking entirely (as a player can still plank and not reach the ledge grab limit).
Certain characters in every ''Smash Bros.'' game, especially ''Brawl'', are very good at keeping themselves in the air. The most notable example of this is [[Meta Knight (SSBB)|Meta Knight's]] [[down aerial]]. This was seen by people who plank as an exception to the stalling/ledge grab rules as Meta Knight's down aerial has the speed and reach to prevent opponents from approaching. Wario is also a well known plank based character, as Wario has one of the best aerial movements in the game due to a very good [[air speed]], short hop, and air dodge. In ''[[Super Smash Bros. Melee]]'', repeated Jigglypuff [[Wall of Pain|WOP's]] can be seen as a form of air planking, as Jigglypuff's [[back aerial|back]] and [[neutral aerial]]s are both great combo starters. The main example of air planking in ''[[Super Smash Bros.]]'' is Pikachu, using back and neutral aerials, but most stalling is from Fox's [[Blaster]] or Kirby's [[up tilt]].


===The comparisons to excessive stalling===
====Ledge grab limit====
Compared to excessive stalling, which is banned, planking or air planking are not banned as it is possible for the opponent to approach. It is more that they are getting themselves into a better position while still being able to hit their opponent. Or in other words, stalling just to make the time go lower is banned while minor stalling such as moving around the stage to get to a better position is not banned. This can also be compared to the [[infinite]] rule (usually chain grabs though it can also apply to other wall infinites such as Fox's shine infinite) that prevents stalling moves past 300 percent to prevent people from running the timer out.
As excessive planking is generally considered degenerate to ''Brawl'' competitive play, the majority of tournaments have a ledge grab limit. This is enforced using the end of match statistics, where it says on the results screen how many times a player has grabbed the ledge. If a match ends in time out, and a player has grabbed over the amount of times allowed (usually in between 30 and 50 grabs, with Meta Knight usually being allowed significantly less ledge grabs), they are disqualified and the opponent wins the game, regardless of remaining stock and damage count. However, if both players exceed the ledge grabbing limit, the normal time out rules apply.


===Ledge grab rule===
Whether or not ledge grab limits should be implemented is controversial. An argument against the ledge grab limit is that it's a surgical and arbitrary rule, that doesn't fix the problem, and can unfairly punish a player who exceeded the ledge grab limit from being kept offstage often by the opponent, rather than planking with the intention of timing out. Another argument against the ledge grab limit is that planking is a part of the game, that is fully beatable if dealt with properly, and arbitrarily buffs characters that are poor at fighting on the ledge, such as Falco. One more argument is that Meta Knight is the only character whose planking is broken, and with him banned, a ledge grab limit becomes unnecessary. The ledge grab limit controversy exploded after [[WHOBO 3]], a national tournament that didn't implement a ledge grab limit on characters other than Meta Knight, after {{Sm|Will}} defeated {{Sm|Rich Brown}} deep in the tournament through abusing the lack of a ledge grab limit<ref>http://www.youtube.com/watch?v=e0r0DkNiqxc</ref>. While it has been argued that Rich Brown didn't combat Will's planking properly, the match is used for reference as proof that characters other than Meta Knight are capable of heavy, unreasonably hard to beat planking, and to show the degenerate effects unrestricted planking has on a match. The fallout after the tournament strengthened the support for ledge grab limits, and ledge grab limits have become a universal aspect of US rulesets since.
Due to planking being very easy to perform in ''Brawl'', thanks to the fact that characters facing either side can [[Edge sweet spot|sweetspot the ledge]] (usually with Meta Knight, though sometimes with other characters), a majority of tournaments now have a ledge grab rule. This is enforced using the end-of-match statistics, were it says on the results screen how many times a player has grabbed the ledge. If the player has grabbed over the amount of times allowed (usually in between 50 and 70 grabs, changing per state and sometimes per tournament), the person's round becomes disqualified and the opponent automatically wins the match. However, if both players exceed the ledge grabbing limit, they will often restart the match, either with the same rules, or with special rules for over-ledge grabbing applied.


==Circle camping==
An alternative anti-planking rule to ledge grab limits, is the air time rule, a rule primarily used in Japan and Mexico, that also heavily limits air camping. With the air time rule, if a match goes to time, the end of match statistics are looked at, and the player who spent more time in the air loses, regardless of remaining stock and damage percent. This rule however, is heavily criticised, and rarely implemented instead of a ledge grab limit in the United States. The main criticism of the rule is that it unfairly penalises airborne characters such as {{SSBB|Kirby}}, while buffing ground based characters such as {{SSBB|Snake}}. Other criticisms of the rule include the fact it overrides the game's time out rule of rewarding the victory to the player with more stocks, it limiting air camping and other such tactics the player has to be airborne for, despite such tactics not being considered degenerate/broken, and the possibility for the rule to reward victory to a player that was soundly outplayed, for something that isn't indicative of how each player performed.
Circle camping is a powerful form of camping where a player constantly flees from their opponent, by going around a certain stage section that prevents the opponent from intercepting them, thus running away around a "circle". Depending on the stage design, and if the fleeing character is fast enough, the opponent may never be able to reach the fleeing character, as the opponent's character is not fast enough to catch them in a straight chase, and the stage design prevents the opponent from intercepting the fleeing character. Because of this, stages whose design enable circle camping, are usually universally [[banned stage|banned]]. Otherwise, very fast moving characters, such as [[Fox]] and [[Sonic]], would be able to utilise [[broken|game breaking]] camping on these stages, and be nearly unbeatable by the majority of the cast.


A prominent example of a stage that allows circle camping is [[Spear Pillar]], where a player can run away from the opponent into the underground area, and if the opponent tries to chase them in the underground area, the player can run out the other side and onto the top area of the stage, which can repeat until time runs out if the fleeing player does not make a mistake.
===Circle camping===
'''Circle camping''', a form of camping that can be unbeatable when it can be utilised by the right character, is when a player constantly flees from their opponent, by going around a certain stage section that prevents the opponent from intercepting them, thus running away around a "circle". Every character can utilise circle camping if the stage allows it, though how effective it is dependent on how fast they and their opponent can traverse the stage. Depending on the stage design, and if the fleeing character is fast enough, the opponent may never be able to reach the fleeing character, as the opponent's character is not fast enough to catch them in a straight chase, and the stage design prevents the opponent from intercepting the fleeing character. Because of this, stages whose design enable possible circle camping, are nearly always universally [[banned stage|banned]]. Otherwise, very fast moving characters, such as [[Fox]] and [[Sonic]], would be able to utilise [[broken|game breaking]] camping on these stages, and be nearly unbeatable by the majority of the cast.
 
A prominent example of a stage that enables circle camping is [[Spear Pillar]], where a player can run away from the opponent into the underground area, and if the opponent tries to chase them in the underground area, the player can run out the other side and onto the top area of the stage, which can repeat until time runs out if the fleeing player does not make a mistake.


==See also==
==See also==
*[[Approach]]
*[[Approach]]
*[[Turtling]]
*[[Turtling]]
==External links==
*[http://www.youtube.com/watch?v=2Joyf8KKdg4 A video showing a method to anti-planking]
==References==
{{Reflist}}


[[Category:Terms]]
[[Category:Terms]]

Revision as of 11:18, March 24, 2012

Camping is the act of moving to and staying in an isolated, safe place, such as the far corner of a stage, to evade opponents.

Origins

The term "Camping" is mostly known in First Person Shooter video games, where it has a slightly different meaning - when "camped", the player stands, preferably ducked and in a hiding spot, and waits until an opponent comes by. The victim has no idea that the camper is hiding, and when they realize, it is probably too late. The tactic is generally frowned upon.

In the Super Smash Bros. series

In the Smash Bros. games, camping can have several purposes, including:

  • Using a spammable projectile, which can also be done to force the opponent to approach.
  • Charging a special move that requires charging.
  • Deliberately letting time run out, to win via stock/percent lead.
  • Waiting for the opponent to approach, usually done with percent or stock lead.
  • In free for alls, waiting until the opponents have sustained more damage.
  • Stalling

While generally disliked in comparison to aggressive fighting, camping is considered a vital aspect of competitive Smash, especially in Brawl. The ability to camp, as well as break through opposing camping, has a major influence on a character's competitive success. Falco for example, has been a perpetual top tier character in both Melee and Brawl, due largely to his ability to outcamp nearly every other character in each game. Ganondorf on the other hand, is considered the worst character in Brawl, in large part due to his inability to outcamp any other character, as well as the extreme difficulty he has overcoming opposing camping.

Types of camping

While camping is the general action of keeping away from the opponent, there are various methods to camping.

Projectile camping

The most common form of camping, projectile camping is the act of camping while utilising projectiles to keep the opponent away. Unlike other methods of camping, there are many characters who are incapable of utilising this method of camping, due to the obvious lack of a projectile attack, or possessing a projectile that has too short of range to be campable with (such as Bowser with Fire Breath). While it is feasible to projectile camp with any projectile, faster projectiles, and those that are transcendent, are typically more effective at keeping the opponent away. Large, flat stages with little or no platforms, are also typically the most effective stages to projectile camp on (Final Destination being an egregious example). Examples of characters that are excellent at projectile camping include Falco (who possesses a projectile with practically infinite range that is both fast and transcendent), and Olimar (who possesses a fast projectile that can rack up high damage quickly and block opposing projectiles).

Unlike other forms of camping, projectile camping is rarely done with the intention of timing the opponent out. Instead, it is typically done to force the opponent to approach, as unless the opponent is in possession of an effective reflector or an ever more effective projectile, they'll keep sustaining damage while the camping player doesn't. Projectile camping is also the only form of camping that can be practical in even or losing situations if the opponent refuses to approach, as it is feasible to rack up enough damage through projectiles to regain a lost lead and force the opponent to approach.

Air camping

Air camping is the act of staying away from the opponent in the air, which is typically utilised by characters capable of keeping themselves in the air for extended periods while being able to effectively defend themselves. While it is possible for any character to try air camping, it is a practical method of camping for few characters. Superior air mobility, slow falling speed, multiple or high reaching jumps, and fast aerials with sufficient reach/hitboxes to keep opponents away, are necessary attributes a character must have to be able to air camp effectively. Jigglypuff (who excelled at all the aforementioned attributes more than any other character in Melee), Meta Knight (who despite having poor aerial mobility, access to multiple jumps and an incredibly quick down aerial with great reach, allows him to keep opponents away in the air) and Wario (whose incredible air mobility and fast aerials, with long lasting hitboxes, allows him to be difficult to catch in the air), are the most prominent examples of characters who utilise air camping in the Smash Bros. series.

Platform camping

Platform camping is the act of staying away from the opponent, by utilising elevated platforms. To platform camp, a player waits on an elevated platform, and hops from platform to platform, as the opponent approaches. Platform camping is the most accessible form of camping, as essentially every character is capable of utilising it in a practical manner, though characters possessing the same attributes that benefit air camping (with faster falling speed instead) are more effective. However, how effective platform camping can be is largely dependent on the stage, with it being a very accessible tactic on stages with a plentiful elevated platform setup (such as Battlefield), while being impossible to utilise on stages that lack such platforms (such as Final Destination).

When combined with air camping, or projectile camping for a few characters with access to explosives that can hit opponents below platforms (such as Snake and Link), it can be especially effective for running time out. Platform camping alone however, is typically ineffective, and is instead usually done against characters that have access to a dangerous chain throw (such as the Ice Climbers and King Dedede), as staying on the platforms will help keep the player from being grabbed.

Planking

In Brawl, Planking is a form of camping that abuses the invincibility of stage ledges. Planking refers to repeatedly dropping off the ledge and grabbing it again repeatedly, gaining protection given from the invincibility frames obtained from grabbing the ledge. It is technically possible in all Smash Bros. games, but it is especially difficult to edgeguard against in Brawl. Attempts to attack the planker are typically met with aerial attacks, that can set up a gimp. This was named after a Californian Meta Knight user who was known for "planking" the edge. Every character can plank, though having access to a fast attack that produces a large hitbox to protect the character, and being able to regrab the ledge quickly, are attributes that strengthen a character's planking ability. Meta Knight is the most notorious example of a character highly effective at planking, though Mr. Game & Watch and Pit are also examples of characters notorious for highly effective planking.

Planking is a controversial tactic in Brawl, due to the risk/reward factor typically being heavily skewed in the planker's favor, as well as the belief that Meta Knight's planking is unbeatable if done frame perfectly, and the general consensus that heavy utilisation of planking is not enjoyable to fight against, as well as watch. In tournaments, excessive planking is usually limited through a ledge grab rule, though the rule itself doesn't prevent planking entirely (as a player can still plank and not reach the ledge grab limit).

Ledge grab limit

As excessive planking is generally considered degenerate to Brawl competitive play, the majority of tournaments have a ledge grab limit. This is enforced using the end of match statistics, where it says on the results screen how many times a player has grabbed the ledge. If a match ends in time out, and a player has grabbed over the amount of times allowed (usually in between 30 and 50 grabs, with Meta Knight usually being allowed significantly less ledge grabs), they are disqualified and the opponent wins the game, regardless of remaining stock and damage count. However, if both players exceed the ledge grabbing limit, the normal time out rules apply.

Whether or not ledge grab limits should be implemented is controversial. An argument against the ledge grab limit is that it's a surgical and arbitrary rule, that doesn't fix the problem, and can unfairly punish a player who exceeded the ledge grab limit from being kept offstage often by the opponent, rather than planking with the intention of timing out. Another argument against the ledge grab limit is that planking is a part of the game, that is fully beatable if dealt with properly, and arbitrarily buffs characters that are poor at fighting on the ledge, such as Falco. One more argument is that Meta Knight is the only character whose planking is broken, and with him banned, a ledge grab limit becomes unnecessary. The ledge grab limit controversy exploded after WHOBO 3, a national tournament that didn't implement a ledge grab limit on characters other than Meta Knight, after Will defeated Rich Brown deep in the tournament through abusing the lack of a ledge grab limit[1]. While it has been argued that Rich Brown didn't combat Will's planking properly, the match is used for reference as proof that characters other than Meta Knight are capable of heavy, unreasonably hard to beat planking, and to show the degenerate effects unrestricted planking has on a match. The fallout after the tournament strengthened the support for ledge grab limits, and ledge grab limits have become a universal aspect of US rulesets since.

An alternative anti-planking rule to ledge grab limits, is the air time rule, a rule primarily used in Japan and Mexico, that also heavily limits air camping. With the air time rule, if a match goes to time, the end of match statistics are looked at, and the player who spent more time in the air loses, regardless of remaining stock and damage percent. This rule however, is heavily criticised, and rarely implemented instead of a ledge grab limit in the United States. The main criticism of the rule is that it unfairly penalises airborne characters such as Kirby, while buffing ground based characters such as Snake. Other criticisms of the rule include the fact it overrides the game's time out rule of rewarding the victory to the player with more stocks, it limiting air camping and other such tactics the player has to be airborne for, despite such tactics not being considered degenerate/broken, and the possibility for the rule to reward victory to a player that was soundly outplayed, for something that isn't indicative of how each player performed.

Circle camping

Circle camping, a form of camping that can be unbeatable when it can be utilised by the right character, is when a player constantly flees from their opponent, by going around a certain stage section that prevents the opponent from intercepting them, thus running away around a "circle". Every character can utilise circle camping if the stage allows it, though how effective it is dependent on how fast they and their opponent can traverse the stage. Depending on the stage design, and if the fleeing character is fast enough, the opponent may never be able to reach the fleeing character, as the opponent's character is not fast enough to catch them in a straight chase, and the stage design prevents the opponent from intercepting the fleeing character. Because of this, stages whose design enable possible circle camping, are nearly always universally banned. Otherwise, very fast moving characters, such as Fox and Sonic, would be able to utilise game breaking camping on these stages, and be nearly unbeatable by the majority of the cast.

A prominent example of a stage that enables circle camping is Spear Pillar, where a player can run away from the opponent into the underground area, and if the opponent tries to chase them in the underground area, the player can run out the other side and onto the top area of the stage, which can repeat until time runs out if the fleeing player does not make a mistake.

See also

External links

References