Editing Time out
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Some players utilize a strategy of timing out their opponent, though doing this is controversial within the [[community]]. Intentionally attempting to waste time and go to a time out is known as [[stalling]], which has a complicated and messy competitive history. While such a strategy is not necessarily against the rules and is practical and sometimes necessary with certain characters, doing so under certain conditions can be seen as breaking the rules. An example is using techniques that make characters impossible to reach or attack, which is often seen as poor sportsmanship at best and directly breaking the rules at worst. Some strategies such as [[camping]] or abusing [[intangibility]] are expressly banned or limited due to being degenerate to gameplay. Beyond these specific techniques, some players have claimed that stalling in general is a [[cheap]] tactic, utilizing methods that are considered annoying to deal with and boring to watch. Others claim that winning via time outs requires its own strategy to consistently pull off, and that characters with relatively poor KOing ability yet great defensive ability, such as {{SSBB|Samus}} and {{SSBB|Sonic}} in ''Brawl'', require the use of timing out in order to remain competitive. | Some players utilize a strategy of timing out their opponent, though doing this is controversial within the [[community]]. Intentionally attempting to waste time and go to a time out is known as [[stalling]], which has a complicated and messy competitive history. While such a strategy is not necessarily against the rules and is practical and sometimes necessary with certain characters, doing so under certain conditions can be seen as breaking the rules. An example is using techniques that make characters impossible to reach or attack, which is often seen as poor sportsmanship at best and directly breaking the rules at worst. Some strategies such as [[camping]] or abusing [[intangibility]] are expressly banned or limited due to being degenerate to gameplay. Beyond these specific techniques, some players have claimed that stalling in general is a [[cheap]] tactic, utilizing methods that are considered annoying to deal with and boring to watch. Others claim that winning via time outs requires its own strategy to consistently pull off, and that characters with relatively poor KOing ability yet great defensive ability, such as {{SSBB|Samus}} and {{SSBB|Sonic}} in ''Brawl'', require the use of timing out in order to remain competitive. | ||
The time out issue in ''Smash 64'' can be significant on stages like [[Hyrule Castle]] in certain matchups. A primary example of this is [https://www.youtube.com/watch?v=D52KGq4jlMQ&t=12m57s a match of Mew2King vs. Stranded], in which Mew2King manages to stall on the left side of the stage for nearly four minutes without either player taking any damage. This issue is significant in this position as it is extremely difficult for {{SSB|Captain Falcon}} to [[approach]] {{SSB|Kirby}} safely without getting lured into a combo, as long as the Kirby player keeps spacing up tilts and back airs. This is one of the main reasons Hyrule Castle has since been banned in most tournaments. | The time out issue in ''Smash 64'' can be significant on stages like [[Hyrule Castle]] in certain matchups. A primary example of this is [https://www.youtube.com/watch?v=D52KGq4jlMQ&t=12m57s a match of Mew2King vs. Stranded], in which Mew2King manages to [[stall]] on the left side of the stage for nearly four minutes without either player taking any damage. This issue is significant in this position as it is extremely difficult for {{SSB|Captain Falcon}} to [[approach]] {{SSB|Kirby}} safely without getting lured into a combo, as long as the Kirby player keeps spacing up tilts and back airs. This is one of the main reasons Hyrule Castle has since been banned in most tournaments. | ||
The effectiveness of timing out depends mostly on the length of time specified by the ruleset; the more time is allowed, the less viable timing out is. At the same time however, time limits longer than a certain point do nothing but make matches run longer than necessary; if a player is successfully camping out the opponent, an extra few minutes does nothing but lessen the opponent's drive to counter and delay the camper's win. Also, not all time out strategies are created equal, with some considered more egregious than others. While some are so antithetical to competitively play that they are banned outright, some are more tolerable to an extent and thus players are allowed to do a maximum amount of intervals before being penalized. The game developers have even addressed these timeout strategies, like repeatedly grabbing the [[edge]] in ''Ultimate'' without getting onto a platform will gradually decrease intangibility frames until none remain, with the character eventually no longer being able to grab the edge and [[self-destruct]]ing. This has led to less defined rules about stalling in later games, as doing such is inherently more risky and generally not worth the effort. | The effectiveness of timing out depends mostly on the length of time specified by the ruleset; the more time is allowed, the less viable timing out is. At the same time however, time limits longer than a certain point do nothing but make matches run longer than necessary; if a player is successfully camping out the opponent, an extra few minutes does nothing but lessen the opponent's drive to counter and delay the camper's win. Also, not all time out strategies are created equal, with some considered more egregious than others. While some are so antithetical to competitively play that they are banned outright, some are more tolerable to an extent and thus players are allowed to do a maximum amount of intervals before being penalized. The game developers have even addressed these timeout strategies, like repeatedly grabbing the [[edge]] in ''Ultimate'' without getting onto a platform will gradually decrease intangibility frames until none remain, with the character eventually no longer being able to grab the edge and [[self-destruct]]ing. This has led to less defined rules about stalling in later games, as doing such is inherently more risky and generally not worth the effort. | ||