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'''Stalling''' is defined as any action that deliberately avoids all fighting conflict to make the game unplayable. It involves the player using a move or technique to waste time, usually done in time matches or timed stock matches. Stalling is banned in tournaments, as tournaments use timed stock matches. Stalling in a tourny will often have the smasher disqualified, though there are a few exceptions to this rule. Outside of tournaments, stalling is considered quite annoying, or even [[cheap]].
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'''Stalling''' is any deliberate attempt to avoid conflict and waste time, with the goal of making the game unplayable or winning a match by going to [[time out]]. It involves using actions and techniques to waste time, such as running away, [[planking]]{{ref|Limit1}}, and [[infinite]]s. Stalling is not to be confused with [[camping]]. A camping opponent still intends to fight, just at a distance; a stalling opponent does not intend to fight in any way.


==Examples of Stalling==
==Examples of stalling==
*Repeatedly using [[Homing Attack]] with [[Sonic (SSBB)|Sonic]] or [[Kirby (SSBB)|Kirby]] under a stage.
===''[[Super Smash Bros.]]''===
*Using [[Peach Bomber]] repeatedly against a wall without gaining height. However, this technique can be used for [[recovery]] in tournaments.
[[File:SSB64 Ledge-Stalling.gif|thumb|Pikachu ledge-stalling in ''Smash 64''.]]
*Using [[Rising Pound]] repeatedly away from the other player. However, as with Peach Bomber, if this technique is being used for recovery, it is allowed in tournaments.
*Abusing the [[invincibility frame]]s of {{SSB|Pikachu}}'s [[Quick Attack]] move while repeatedly [[planking]] the edge to render the opponent unable to damage Pikachu.
*Using Meta Knight's [[Infinite Dimensional Cape]].
*Using the [[Luigi ladder]] with two {{SSB|Luigi}}s to stall under or above the stage [http://www.youtube.com/watch?v=cYYKzd7S2us].
*The [[Luigi Ladder]].
 
*Using Meta Knight's two [[glide]]s under the stage.
===''[[Super Smash Bros. Melee]]''===
*Abusing Sonic's running speed to run away from foes.
*Using {{SSBM|Peach}}'s [[Peach Bomber]] repeatedly against a wall without gaining height. This technique is banned in tournaments if used just to waste time in a match, although it is allowed for [[recover]]ing.
*Using [[Fox Illusion]] and [[Falco Phantasm]] repeatedly.
*Using {{SSBM|Jigglypuff}}'s [[Rising Pound]] repeatedly away from the other player offstage. As with Peach Bomber wall stalling, this technique is banned if used to waste time, though it is allowed for recovery.
*Hanging on to the ledge and re-grabbing the ledge for prolonged periods of time (planking).
*Luring the opponent to the edge of the stage, then planking while using {{SSBM|Jigglypuff}}'s [[Sing]] to constantly put the opponent to sleep, depriving them of any sort of movement. This technique is banned in tournaments.
[[Category:Techniques]]
*Using the [[Luigi ladder]] with two {{SSBM|Luigi}}s to rise a potentially extremely high vertical distance (as the Luigis will not be [[Star KO]]'d even if surpassing the upper [[blast line]] while using this technique). This technique is banned in doubles play.
[[Category:Techniques (SSB)]]
*All fighters can infinitely [[ledgestall]], however the ledgegrab limit prevents this.
[[Category:Techniques (SSBM)]]
 
[[Category:Techniques (SSBB)]]
===''[[Super Smash Bros. Brawl]]''===
*Repeatedly using [[Homing Attack]] with {{SSBB|Sonic}} or {{SSBB|Kirby}} under a stage to repeatedly rebound off of the bottom of the stage and stay in place. This technique is banned.
*Using {{SSBB|Meta Knight}}'s [[Infinite Dimensional Cape]] so that he cannot be attacked. This technique is banned.
*[[Gliding]] under the stage to the other side. Meta Knight is particularly adept at this since he can glide twice without landing. This is known as "scrooging" and is usually banned.
 
===''[[Super Smash Bros. 4]]''===
*Using the [[Pac-Ladder]] with two {{SSB4|Pac-Man}}s to repeatedly bounce off each other's [[Pac-Jump|trampoline]] for potentially extremely high vertical distance (as the Pac-Mans will not be KO'd even if passing the upper blast line while using this technique). This technique is banned in doubles play.
 
===''[[Super Smash Bros. Ultimate]]''===
*Eliminating an opposing teammate, then alternating between {{SSBU|Ridley}}'s [[Skewer]] and {{SSBU|Jigglypuff}}'s Sing to lock the remaining opponent in place. This used to work with {{SSBU|King K. Rool}}'s [[King K. Rool (SSBU)/Down throw|Down Throw]] instead of Sing, but an update patched this so that Skewer could not affect opponents with Grab invincibility.
*{{SSBU|Lucario}} can plank with [[Extreme Speed]], even after the 6 grab limit has been passed. However, Lucario will not get any intangibility from successive ledge grabs.
*{{SSBU|Sonic}} is infamous for being able to stall with his incredible speed.
 
==In competitive play==
Stalling is generally considered a viable strategy for certain matchups, as getting a quick lead early on and then avoiding the opponent until time runs out is considered easier than actually engaging and attempting to take stocks. Agile characters, especially ones with good air mobility that can safely travel under a stage, are usually the most successful at stalling. That being said, stalling goes against the fighting game philosophy of the ''Smash'' series, and therefore is generally looked down upon at a serious competitive level. Not only do most players find stalling annoying to deal with, most spectators find stalling boring to watching, leading to an uncomfortable situation for everyone.
 
Many forms of stalling are typically banned in tournaments in addition to techniques that may lead to stalling. Excessive stalling can prolong a tournament and will often have the [[smasher]] disqualified. However, this rule is sometimes difficult to enforce, as "excessive stalling" is a subjective phrase with many opinions on where the threshold is. The act of punishing stalling at all has even proven controversial, as some consider stalling to be exploitive of character mobility and detracting, while others see it as a skillful and legitimate way to win, requiring careful spacing and effective [[mindgame]]s. Some forms of stalling are allowed if the opponent is capable of dealing with them or if the technique is too subtle to be recognized as stalling. Other forms of stalling are allowed a maximum amount of executions, such as a rule in many ''Melee'' majors where a maximum of 60 planking attempts are allowed. However, this rule only comes into effect in the game goes to a time out, meaning players theoretically can perform the technique an unlimited amount of times as long as the they can take all of their opponent's stocks.
 
==See also==
*[[Cheap]]
*[[Broken]]
*[[Taunt match]]
*[[Tournament legal]]
 
{{AllGames|Techniques}}
 
==Notes==
# {{note|Limit1}} A [[Ledge_grab_limit#Ledge_grab_limit|ledge grab limit]] is enforced in most tournaments.

Latest revision as of 16:42, July 21, 2024

Stalling is any deliberate attempt to avoid conflict and waste time, with the goal of making the game unplayable or winning a match by going to time out. It involves using actions and techniques to waste time, such as running away, planking[1], and infinites. Stalling is not to be confused with camping. A camping opponent still intends to fight, just at a distance; a stalling opponent does not intend to fight in any way.

Examples of stalling[edit]

Super Smash Bros.[edit]

Pikachu ledge-stalling in Smash 64.

Super Smash Bros. Melee[edit]

  • Using Peach's Peach Bomber repeatedly against a wall without gaining height. This technique is banned in tournaments if used just to waste time in a match, although it is allowed for recovering.
  • Using Jigglypuff's Rising Pound repeatedly away from the other player offstage. As with Peach Bomber wall stalling, this technique is banned if used to waste time, though it is allowed for recovery.
  • Luring the opponent to the edge of the stage, then planking while using Jigglypuff's Sing to constantly put the opponent to sleep, depriving them of any sort of movement. This technique is banned in tournaments.
  • Using the Luigi ladder with two Luigis to rise a potentially extremely high vertical distance (as the Luigis will not be Star KO'd even if surpassing the upper blast line while using this technique). This technique is banned in doubles play.
  • All fighters can infinitely ledgestall, however the ledgegrab limit prevents this.

Super Smash Bros. Brawl[edit]

  • Repeatedly using Homing Attack with Sonic or Kirby under a stage to repeatedly rebound off of the bottom of the stage and stay in place. This technique is banned.
  • Using Meta Knight's Infinite Dimensional Cape so that he cannot be attacked. This technique is banned.
  • Gliding under the stage to the other side. Meta Knight is particularly adept at this since he can glide twice without landing. This is known as "scrooging" and is usually banned.

Super Smash Bros. 4[edit]

  • Using the Pac-Ladder with two Pac-Mans to repeatedly bounce off each other's trampoline for potentially extremely high vertical distance (as the Pac-Mans will not be KO'd even if passing the upper blast line while using this technique). This technique is banned in doubles play.

Super Smash Bros. Ultimate[edit]

  • Eliminating an opposing teammate, then alternating between Ridley's Skewer and Jigglypuff's Sing to lock the remaining opponent in place. This used to work with King K. Rool's Down Throw instead of Sing, but an update patched this so that Skewer could not affect opponents with Grab invincibility.
  • Lucario can plank with Extreme Speed, even after the 6 grab limit has been passed. However, Lucario will not get any intangibility from successive ledge grabs.
  • Sonic is infamous for being able to stall with his incredible speed.

In competitive play[edit]

Stalling is generally considered a viable strategy for certain matchups, as getting a quick lead early on and then avoiding the opponent until time runs out is considered easier than actually engaging and attempting to take stocks. Agile characters, especially ones with good air mobility that can safely travel under a stage, are usually the most successful at stalling. That being said, stalling goes against the fighting game philosophy of the Smash series, and therefore is generally looked down upon at a serious competitive level. Not only do most players find stalling annoying to deal with, most spectators find stalling boring to watching, leading to an uncomfortable situation for everyone.

Many forms of stalling are typically banned in tournaments in addition to techniques that may lead to stalling. Excessive stalling can prolong a tournament and will often have the smasher disqualified. However, this rule is sometimes difficult to enforce, as "excessive stalling" is a subjective phrase with many opinions on where the threshold is. The act of punishing stalling at all has even proven controversial, as some consider stalling to be exploitive of character mobility and detracting, while others see it as a skillful and legitimate way to win, requiring careful spacing and effective mindgames. Some forms of stalling are allowed if the opponent is capable of dealing with them or if the technique is too subtle to be recognized as stalling. Other forms of stalling are allowed a maximum amount of executions, such as a rule in many Melee majors where a maximum of 60 planking attempts are allowed. However, this rule only comes into effect in the game goes to a time out, meaning players theoretically can perform the technique an unlimited amount of times as long as the they can take all of their opponent's stocks.

See also[edit]

Notes[edit]

  1. ^  A ledge grab limit is enforced in most tournaments.